Medium Aberration (Mind Flayer, Psyche), Lawful Evil
Armor Class 20 Natural Armor, Intelligence Defense
Hit Points 330 (20d8 + 140)
Speed 30 ft., Fly 60 ft. (hover), Swim 120 ft.
STR
16 (+3)
DEX
18 (+4)
CON
24 (+7)
INT
28 (+9)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws INT +17, WIS +14, CHA +15
Skills Arcana +17, Deception +23, Insight +22, Perception +14, Persuasion +15, Stealth +12
Damage Immunities Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Prone, Stunned
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 24
Languages Deep Speech, Telepathy 1 mile, Undercommon, Void Speech
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Aquatic Variant Nature. The Illithid possesses the following traits:

  • Breathe Both Air and Water: It can survive indefinitely both above and below the surface.

  • Deep Sight: It treats magical and nonmagical darkness as bright light and perceives color in darkness within 120 feet.

  • Hydrodynamic Movement: Its swimming speed is double its flying speed.

  • Amphibious Nature: It is unaffected by difficult terrain caused by water, strong currents, or submerged environments.

Voidwoken Nature. The Illithid possesses the following traits:

  • Life Sense: It detects all living creatures (excluding undead and constructs) within 1 mile.

  • Escalating Power: At the end of each of its turns, the damage dice for all its attacks increases by one.

  • Void Lethality: All of its attacks are considered critical hits and deal maximum damage. All attacks are considered magical to bypass resistances.

  • Stunning Reality: All attacks inflict the Incapacitated condition on a hit (save DC 25 Constitution to resist).

  • Reality Anchor: It cannot be imprisoned, banished, or affected by wish or reality-altering spells.

Void Aura (Erasure). The Illithid is surrounded by a reality-erasing aura with a radius of 80 feet.

  • Any magical construct or creature summoned by a spell that starts its turn in the aura is instantly destroyed.

  • All damage immunities of enemies within the aura are negated.

  • No creature can be healed while inside the aura.

Universal Telekinesis Field. The Illithid projects a psionic field equal to its Truesight range (120 ft). Within this field:

  • Universal Awareness: It knows the precise location of every creature, regardless of cover or invisibility.

  • Immunity to Surprise: The Illithid cannot be surprised.

  • Translator: It instantly understands all spoken and written languages.

Psionic Master (Order of the Awakened). The Illithid is a 20th-level Mystic.

  • Psi Points: It has 71 Psi Points (Psi Limit 7). It regains all points on a Long Rest.

  • Mystic Recovery: Whenever it spends Psi Points on a discipline, it gains temporary hit points equal to the points spent.

  • Psionic Mastery: It has 9 special mastery points. It can use these points to concentrate on a discipline without using its concentration slot.

  • Strength of Mind: When it finishes a short or long rest, it can swap its Wisdom save proficiency for any other ability save (Current: Wisdom).

  • Awakened Expertise: It adds double its proficiency bonus to Insight checks (included in skills).

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

Actions

Multiattack. The Illithid makes two Tentacle attacks. It can replace one attack with a use of a Psionic Discipline.

Void Tentacle. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 57 (4d10 + 9) force damage plus 22 (4d6 + 8) psychic damage. (Note: Calculation accounts for Voidwoken Auto-Crit/Max Damage). The target is grappled (escape DC 25) and must succeed on a DC 25 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +17 to hit, reach 5 ft., one incapacitated humanoid grappled by the Illithid. Hit: 115 (10d10 + 9) piercing damage. If this damage reduces the target to 0 hit points, the Illithid kills the target by extracting and devouring its brain.

Psionic Talents (At Will/0 Psi Points).

  • Mind Thrust: Target one creature within 120 ft. Hit: 22 (4d10) psychic damage.

  • Mystic Charm: One creature within 120 ft must succeed on a DC 25 Wisdom save or be charmed until the end of its next turn.

Psionic Disciplines (Psi Limit 7). The Illithid can spend Psi Points to activate the following disciplines (Save DC 25, +17 to hit):

  • Telepathic Contact (Order of the Awakened):

    • Broken Will (5 psi): Target one creature within 120 ft. Target must make a INT save. On a fail, it is charmed and follows the Illithid's telepathic commands (as Dominate Monster) for 10 minutes. Concentration.

    • Psychic Grip (7 psi): Target one creature. It must make a STR save or be Paralyzed for 1 minute. The target repeats the save at the end of each turn. Concentration.

  • Mastery of Force (Wu Jen/General):

    • Crush (7 psi): The Illithid creates a crushing void around a target within 60 ft. The target makes a STR save. On a fail, it takes 55 (10d10) force damage and is restrained.

    • Inertial Armor (2 psi): As a reaction, the Illithid gains resistance to force damage and does not provoke opportunity attacks until the start of its next turn.

  • Precognition (Order of the Awakened):

    • Precognitive Hunch (2 psi): As a bonus action, gain advantage on the next attack roll, saving throw, or ability check.

    • All-Around Sight (3 psi): For 1 hour, the Illithid cannot be flanked and attackers do not gain advantage on attacks against it.

Bonus Actions

Mystic Recovery. Immediately after spending Psi Points on a psionic discipline, Illithid can use a bonus action to regain hit points (or gain temporary hit points) equal to the number of Psi Points spent.

Void Step (Nomadic Step). Illithid spends 1 Psi Point to teleport to an unoccupied space she can see within 30 feet. She can bring one willing creature within 5 feet of her along.

Precognitive Hunch. Illithid spends 2 Psi Points to peer into the immediate future. She gains advantage on her next attack roll, saving throw, or ability check made before the end of her next turn.

Tactical Mandate (Avatar's Will). Illithid spends 1 to 7 Psi Points to telepathically command an ally within 120 feet to act. That ally can use its reaction to immediately move up to its speed or make one weapon attack. IfIllithid spends 5 or more points, the ally has advantage on the attack roll.

Abyssal Shift (Shapechanger). As a bonus action, Illithid can assume the form of a specific medium humanoid or her true hybrid form. Her statistics are the same in each form, except for her size and speed capabilities (which appear normal for the humanoid form until she reveals her power).

Reactions

Psionic Shield (1-7 Psi Points). When hit by an attack, the Illithid can spend up to 7 Psi Points to increase its AC by +1 per point spent for that attack, potentially causing the attack to miss.

Void Retaliation. When a creature within 120 feet hits the Illithid with an attack, the Illithid forces the attacker to make a DC 25 Intelligence saving throw. On a failure, the attacker takes 22 (4d10) psychic damage and is stunned until the end of its next turn.

Description

Grand General Amaller

 

Titles: The Iron Mind, The Sovereign’s Handler, Warden of the Deep State Role: Supreme Commander of Jessica’s Thrall Legions & Head of Intelligence Alignment: Lawful Evil

"You mistake my silence for hesitation. I have already calculated the forty-three ways you will fail, and I have selected the one that saves the Sovereign the most time. Compliance is not requested; it is a mathematical inevitability." — Amaller, addressing a captured resistance leader.

 

Personality & Philosophy: The "Waller" Archetype

 

While Jessica of The Abyss is the capricious, emotional "child" god who rules through fear and whim, Amaller is the cold, unfeeling structure that holds the empire together. She possesses the personality of Amanda Waller amplified by psionic omniscience.

  • The Pragmatic Monster: Amaller does not delight in cruelty for cruelty's sake; she delights in order. She views free will as a chaotic variable that leads to war and suffering. To her, the Neurax Strain and the Plague of Voice are not atrocities; they are efficient tools for global peace.

  • " The Ends Justify the Me." Amaller is willing to sacrifice entire cities, her own soldiers, or even high-ranking lieutenants if the math suggests it will secure Jessica’s rule. She views people as "assets" and "expendables."

  • The Handler: She is one of the few beings who can speak to Jessica without fear. She treats Jessica with absolute reverence, but also acts as a "handler," interpreting Jessica's petty tantrums into actionable military strategies. If Jessica says, "I hate them, make them go away," Amaller translates this into a systematic, grid-coordinate orbital bombardment or a precise biological strike.

  • Bureaucratic Terror: Amaller does not scream. She does not gloat. She speaks in a monotone, deep telepathic resonance. She is the terrifying bureaucrat of the apocalypse—the one who signs the death warrant of a civilization without looking up from her paperwork.

 

History: The Surrender of Logic

 

Before the fall of the Far Realm, Amaller was a Ulitharid, a supreme commander of a Mind Flayer colony drifting through the void. When Jessica of The Abyss arrived and challenged the Titan Cthulhu, Amaller watched.

While other aberrations fell into madness or futile rage, Amaller analyzed the psychic energy output. She calculated the odds. She realized that Jessica was not just a powerful mage, but an inevitability. In a moment of pure, cold pragmatism, Amaller betrayed her own Elder Brain, decapitating it and offering its brine to Jessica as a tribute before the battle with Cthulhu even finished.

Impressed by this ruthless efficiency, Jessica spared the Ulitharid. She infused Amaller with the very Void energy she had stolen from the dead Cthulhu and the essence of the crushing deep ocean, twisting her into the Void-Psion she is today.

 

The Aquatic Citadel: "The Black Reef"

 

Amaller utilizes her Aquatic Variant nature to rule from The Black Reef, a submerged fortress located in the deepest trench of Xylos's ocean.

  • The Silent Room: Because of her Universal Telekinesis Field and Truesight, Amaller sits in the center of the Black Reef, floating in a suspension tank. From here, she can sense every heartbeat and whispered word within miles, and through her network of Neurax-infected thralls, she monitors the entire continent.

  • Deep Sight Surveillance: She prefers the dark. She uses her Deep Sight to monitor holographic projections of the surface world. It is said that nothing happens in Xylos without Amaller filing a report on it.

 

Tactics & Abilities in Lore

 

Amaller is the strategic shield to Jessica's chaotic sword.

  • Deployment of the Neurax: Amaller is the one who weaponized the Neurax Strain. She controls the "hive mind" frequencies. When Jessica wants an army, Amaller doesn't recruit; she simply activates the worms in the brains of a thousand farmers, turning them into soldiers instantly.

  • The Void Aura (The "Erasure" Protocol): When diplomacy fails (or is deemed inefficient), Amaller takes to the field. Her Void Aura is known as "The Erasure." She floats onto the battlefield, and magic simply dies around her. Healers find their spells useless; summoned elementals wink out of existence. She walks forward, invincible and inevitable, removing the "anomalies" (heroes) from the equation.

  • The Suicide Squads: Amaller frequently utilizes the Psychic Vampires and other high-value thralls for suicide missions. She creates teams of expendable monsters, implants explosive psychic triggers in their minds, and sends them to do the dirty work. If they try to rebel, she detonates their synapses with a thought.

 

Relationship with Jessica

 

Amaller is perhaps the only being who understands that Jessica is a "spoiled immortal child," yet she never disrespects her. She views Jessica as a force of nature that must be directed.

  • Jessica: "Amaller! That kingdom made fun of my dress! Destroy them!"

  • Amaller: "It is already done, Sovereign. I deployed the Plague of Voice to their diplomatic corps three days ago. They will be dead by sunset. I have also seized their treasury to fund the construction of your new statue."

  • Jessica: "Yay! You're the best, Amaller!"

  • Amaller: (Stoic silence) "I exist to serve the Abyss."

Habitat: UnderdarkUnderwater

SurgDexil

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