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Mind Flayer

Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
  Originally, illithids were servants of the far stronger Aboleths, during their war with the gods. However, when it became clear that the aboleths were going to lose, the illithids abandoned their masters. Most returned to their home in the Far Realm, however many retreated into the Astral Sea. There, they created their own empire that spanned throughout the Astral Sea. They subjugated and consequently warped whole species of humanoid slaves, including the Gith. They eventually became victims of their own strategies, and the Gith rebelled against them, destroying the illithid empire. Many still roam the Astral Plane even still, though some of found their way to The Overworld, and into the Underdark.
  Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
  Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an Elder Brain - a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
  A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned. Some of these will seek out lichdom, and become Alhoons.

Basic Information

Genetics and Reproduction

Illithids are all sexless, without male or female biological sex, and once or twice in their life they will lay a clutch of eggs from which tadpoles hatched. The tadpoles are kept in the elder brain tank, where they are fed brains by caretakers and engage in cannibalism for around ten years. The elder brain also feeds exclusively on tadpoles. Tadpoles that survive to maturity are put through the ceremony of ceremorphosis, where each is implanted into a humanoid victim and devours its brain, taking its place and merging with the body to transform it into a new illithid. Only some humanoid species are suitable hosts for illithid tadpoles.
  The multiplication of mind flayer colonies happens when a tadpole, quite rarely, through ceremorphosis, creates a more powerful form known as an Ulitharid which is biologically bigger, stronger, and more powerful and cunning than regular mind flayers. They possess six face tentacles instead of the regular four. Most notably, however, they are not controlled by the elder brain. The appearance of an ulitharid causes a burst of growth in both the colony's size and capabilities. Elder brains grudgingly accept the appearance of a potential rival, because eventually the ulitharid breaks off from the colony. When doing so, it takes a few mind flayers with it and sought to establish a new colony in a distant location from the original. Eventually, the ulitharid transforms into a new elder brain.
  If, for some reason, a mature tadpole does not undergo the process of ceremorphosis, it becomes a ravenous predatory creature known as an illithocyte or, if allowed to grow out of control, a neothelid. These creatures are considered abhorrent by the illithids and are mercilessly hunted.

Dietary Needs and Habits

Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
  An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Genetic Ancestor(s)
Genetic Descendants
Scientific Name
Illithid
Geographic Distribution

SRD

Mindflayer CR: 7 (2900 XP)

Medium aberration, any
Armor Class: 15 (breastplate)
Hit Points: 71 ( 13d8+13 )
Speed: 30 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

19 +4

WIS

17 +3

CHA

17 +3

Saving Throws: Int +7, Wis +6, Cha +6
Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses: darkvision 120 ft.
Languages: Deep speech, undercommon, telepathy 120 ft.
Challenge Rating: 7 (2900 XP)

The mindflayer can innately cast spells using Intelligence, with Spell Save DC = 15 and Spell Attack = 1d20+7

Spell amount Spell Name Attack/Saving Throw, Range, Concentration Effect(s)
At will Detect thoughts Levitate Conc up to 10 min, Range = 60 ft., CON for unwilling Can fly up to 20 ft.
1/day each Dominate monster Conc up to 1 h, Range = 60 ft., WIS SAVE, SAVE repeated on receiving damage Fail = Charmed, can issue any commands
Plane shift (self only) Range = touch TP to other plane


Magic resistance The mindflayer has Advantage on Saving Throws against spells and other magical effects.

Actions

Tentacles Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10+4 psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence Saving Thor or be Stunned until this grapple ends.
Extract Brain Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mindflayer. Hit: the target takes 10d10 piercing damage. If this damage reduces the target to 0 HP, the mindflayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6) The mindflayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence Saving Throw or take 4d8+4 psychic damage and be Stunned for 1 minute. A creature can repeat the SAving Throw at the end of each of its turns, ending the effect on itself on a success.

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