Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of obedience were broken, or perhaps the colony was destroyed while it was away. In such a case, the mind flayer becomes free-willed for as long as it avoids contact with an elder brain.
A renegade illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its territory a top priority. Unlike colonial mind flayers, rogue illithids develop a healthy respect for those not of their kind. They treat especially powerful creatures and individuals as equals, not adversaries, and seek to cooperate with them. A renegade mind flayer might become a trusted advisor or a powerful ally, so long as it is kept well fed. Any alliance it makes, however, collapses if the mind flayer falls under the sway of an elder brain once more.
- Skill Proficiencies: Choose two from among Arcana, History, Religion, or Survival
- Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
- Equipment: A diplomat's pack, one alien trinket, a set of common clothes, and 10 sp.
Before defecting from youor colony you were content with being another cog in the grand design of the illithid. Roll on the Reason for Rebellion table or choose an event which ignited your reason for defecting from your elder brain.
| d6 | Reason for Rebellion |
|---|---|
| 1 | While raiding a mansion with other mind flayers you found a piece of art which ignited something inside you. stealing the art and hiding it from the other illithids, you studied it daily untill defecting to find more beauty in the world. |
| 2 | During a githyanki raid on your colony, you were badly injured. Your fellow mind flayers left you for dead to protect the elder brain. This act angered you and you struck out on your own to amass power and become self-reliant. |
| 3 | You were ordered to kill a band of adventurers who were invading the colony. After defeating you in combat they spared your life, confusing you and causing your ideas to become misalinged with the colony. |
| 4 | The Ulitharid of your colony left with a group of mind flayers to start its own colony. Perhaps due to jealousy or intruigue, you decided to do the same in order to create your own colony. |
| 5 | You encounted an alhoon and instead of fighting eachother, you had a long conversation before peacefully parting ways. This conversation about freedom stuck with you and you had to leave the colony because of your new ideas. |
| 6 | The flashes of your life became more and more frequent untill you could remeber specfic details. You left the colony to find out more about your past before the colony. |
Normal people are understandably weary of your appearance but those who know better are intruiged by a lone mind flayer wandering through the city streets and countryside. Citizens and Guards of cities you visit are more likely to be on high alert at your presence and perhaps find ways to have you leave their vicinity or avoid you alltogether. Conversely certain groups, such as Cults, rare collectors of occult lore and corrupt nobles, are more likley to reach out to you.
Suggested Characteristics
You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.
| d8 | Personality Trait |
|---|---|
| 1 | I never let pass an opportunity to show my contempt for lesser beings. |
| 2 | I like to flavor my meals by engendering positive emotions in my victims before feeding on them. |
| 3 | So as not to taint my thoughts, I avoid telepathically communicating with lesser beings when possible. |
| 4 | I never eat unless the victim is conscious and aware. |
| 5 | I’m very picky. I feed only on the brains of a specific kind of humanoid. |
| 6 | I’m curious about how other races live and how their societies function. |
| 7 | I find battle stimulating. |
| 8 | I’m curious about the limits of other creatures’ intelligence and devise situations to test them. |
| d6 | Ideal |
|---|---|
| 1 | Knowledge. All information is of value. (Neutral) |
| 2 | Obedience. Nothing is more important than following orders. (Lawful) |
| 3 | Selfishness. I do my best work when motivated by my own self-interest. (Chaotic) |
| 4 | Truth. Truth is the foundation of knowledge, so I never lie. (Lawful) |
| 5 | Superiority. Nothing can be gained from the study of lesser beings. (Neutral) |
| 6 | Domination. All others should submit to my control. (Evil) |
| d6 | Bond |
|---|---|
| 1 | I think the elder brain is wrong about something, and I want to convince it. |
| 2 | I have a secret I wish to keep even from other mind flayers. |
| 3 | The more the colony grows, the more powerful we all become. |
| 4 | Nothing is more important than rebuilding our lost empire. |
| 5 | Persistence of my colony is the greatest good. |
| 6 | I have important research that must be protected at all costs. |
| d6 | Flaw |
|---|---|
| 1 | I am oblivious to the emotions expressed by others. |
| 2 | I believe my minions will always do precisely as I intend. |
| 3 | I never assume others understand and always explain everything. |
| 4 | I have a memory that isn’t mine. I obsess about it. |
| 5 | It is inconceivable that another creature could outsmart me. |
| 6 | I sometimes confuse others’ thoughts with my own. |
Previous Versions
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8/29/2022 4:57:41 PM
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