Homebrew Mind Flayer Species Details

Mind Flayers

 

Mind flayers, also known as illithids, are horrific, alien humanoids that lurk deep within the Underdark. Masters of psionic energy, they use their mental powers to dominate other creatures and capture their prey. While it is rare, some Illithids find themselves separated or exiled from their larger community and must stake out their survival alone. These renegade illithids often turn to the arcane to enhance their chances of survival. These creatures are cold, and calculating, possessing unmatched intelligence and a desire to thrive despite their circumstances.

Aberrant Form

Mind flayers are known for their purple or blue hued leathery skin, covered in a psionic muscus. Their heads are large and shaped similar to octopi or squid, featuring four to six long tentacles. Their mouths lack vocal cords and are filled with lamprey like teeth used for consuming brain matter. 

Illithid Names

Illithids develop their names from their unique and strange braille like language known as Qualith focusing on thought form and psionic sounds.  


  • Illithid Names: Arunagal. Cephalossk, Drukt, Drusiss, Lugribrossk, Quoor, Ralayan, Sardsult, S'venchen, Tharcelleri, Tobulux, Zellix 

Mind Flayer Traits

Mind Flayer Traits

Ability Score Increase.

Your Intelligence increases by 2, and one other ability score of your choice increases by 1. 

Age

Mindflayers have a set lifespan regardless of the humanoid race ceremorphed to create them. They can live up to 135 years.

Alignment

Due to their predatory nature Mind flayers have a strong tendency towards evil, with good being basically an impossibility for them. Their former place among a highly structured society gives them a strong inclination towards law. 

Size

Mind Flayers stand between 5 ft 4 in and 6 ft tall and are sized similarly to humans. Your size is medium.

Superior Darkvision

Thanks to your eldritch heritage, you have superior vision in dark and dim conditions. You can see in dim light within 120 ft of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Tentacles

Your tentacles are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d6 + your intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike. If the target is a medium sized or smaller, you may make a grapple attempt against the creature as a bonus action after a successful hit with your tentacles. 

Extract Brain

You may use an action on your turn to attack a creature using your tentacles and feast on their psychic energy. The target must be grappled, willing, or incapacitated. Additionally the creature must be no more than one size larger than you and within 5 feet of you. The creature must make a Int saving throw, the creature take 2d6 psychic on a failed save and half as much on a successful one. You regain an amount of health equal to the damage dealt. A creature dropped to zero as a result of this ability has their brain eaten, and they are immediately killed. After you use this feature, you can’t use it again until you complete a short or long rest. 

Innate Spellcasting (Psionics)

You know the mage hand cantrip. You may cast detect thoughts an unlimited number of times per day, but you may only target humanoids with it. Starting at 3rd level, you can also cast levitate with this trait. You cannot use this trait again until you finish a long rest. Intelligence is your spellcasting ability for these spells. 

Mind Blast

As an action, you can magically emit psychic energy in a 15-foot cone. Each creature in that line must make an Intelligence saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can't use it again until you complete a short or long rest.

Languages

You speak Common, Deep Speech, and Undercommon. You can also communicate telepathically with any creature that knows a language within 30 ft. 

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