Large Aberration, Neutral Evil
Armor Class 16 natural armor
Hit Points 184 (16d10 + 96)
Speed
STR
19 (+4)
DEX
14 (+2)
CON
23 (+6)
INT
15 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws INT +6, WIS +6, CHA +5
Skills Athletics +12, Deception +5, Insight +6, Intimidation +9, Perception +10, Stealth +6
Damage Immunities Psychic
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Giant, Telepathy 120 ft., Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4

Innate Spellcasting. The illinad's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)

Keen Smell. The illinad has advantage on Wisdom (Perception) checks that rely on smell. 

Magic Resistance. The illinad has advantage on saving throws against spells and other magical effects.

Psychic Absorption. When the illinad takes psychic damage, it instead regains hit points equal half the amount of psychic damage that would have been dealt to it. 

Regeneration. The illinad regains 10 hit points at the start of its turn. If the illinad takes acid or fire damage, this trait doesn't function at the start of its next turn. The illinad dies only if it starts its turn with 0 hit points and doesn't regenerate. 

Actions

Multiattack. The illinad makes three attacks: one with its tentacles or extract brain and two with its claws.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d6 + 4) slashing damage plus 19 (3d12) psychic damage.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 4) psychic damage. If the target is Large or smaller, it is grappled (escape DC 16) and must succeed on a DC 14 Intelligence saving throw or become stunned until the grapple ends.

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid or giant grappled by the illinad. Hit: 82 (15d10) piercing damage. If this damage reduces the target to 0 hit points, the illinad kills the target by extracting and devouring its brain. 

Id Wave (Recharge 5-6). The illinad emits a wave of mind-rending energy in a 40-foot cube originating from itself. Each creature in this area must succeed on a DC 14 Intelligence saving throw or take 29 (5d10 + 2) psychic damage and become paralyzed 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.

Description

If a mind flayer tadpole enters the brain of a troll, either through a nostril or ear canal, the process of turning into a mind flayer is warped by the strange abilities of the giant species. The process of ceremorphosis is a difficult and long process that can end in multiple outcomes, all of which are harmful to either the troll, the tadpole, or both creatures. 

There are many difficulties with the process, due to the regenerative nature of trolls. When a mind flayer tadpole begins to consume and replace the brain of a troll, the troll regenerates too much of its lost tissue for the tadpole to successfully complete ceremorphosis on its own. In order to completely transform the troll into a mind flayer, the troll has to be restrained and partially burnt or dissolved by acid at a consistent rate in order to slow this regeneration ability enough to allow the process of ceremorphosis to be completed. 

When the process is completed, the tall, lanky, green-skinned troll is fully transformed into purple-colored, muscular, tall, regenerative mind flayer known as a troll illinad. These mind flayers are less intelligent, wise, and charismatic than the average mind flayer, but are physically superior in every way to a typical illithid. An illinad is a towering monster who uses its long tentacles and raking claws to attack, mentally harm, and restrain their victims as they begin to devour their brains. They also can use a burst psychic energy to paralyze their victims that help them in combat. During the process of becoming a mind flayer, they make greater use of the mind flayer's inherent psionics, and use this power to ignore and absorb psychic energy.

As trolls are fairly uncommon, most mind flayer colonies do not have any illinads among their ranks. When they do manage to find a troll, they often will stun or charm the giant, bringing it back to their colony to experiment on the creature or occasionally create an illinad. When an illinad is created, they are used by the colony as guards, hunters, or brutish fighters when sent after a specific target. They are prized due to their regenerative nature, their ability to heal from psychic powers, their ability to track other creatures, and their physical strength. 

 

Monster Tags: Mind Flayer

Environment: Underdark

The_Leviathan_of_Levistus

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes