Homebrew Disguised Mind Flayer Species Details

Once an enslaved thrall to an Elder Brain, this Mind Flayer has spent time in servitude, performing the vile tasks and sinister schemes of its collective master. Through sheer force of will and a deeply buried desire for freedom, it managed to sever the psychic chains that bound it, escaping into the unknown.

However, freedom came at a cost. The separation from the Elder Brain resulted in a significant loss of its psionic powers, leaving it weaker than its kin but free to pursue its own destiny. The Mind Flayer is now renegade, and roams the world, driven by fragmented memories and a longing to rediscover its past. It has vague recollections of loved ones, a powerful motivator that pushed it to break free from its bonds. These memories, though hazy, provide a flicker of hope and direction in its otherwise alien existence.

Disguised Mind Flayer Traits

A slender, purple-skinned creature with writhing tentacles and dark robes.

Ability Score Increase

Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Darkvision

You can see in darkness (shades of gray) up to 60 ft.

Languages

Can understand, speak, read, and write in Common and Undercommon. Can read and write in Qualith.

Spellcasting Ability: Intelligence

Illithids psionic abilities are based on their Intelligence. Spellcasting modifier is changed to Intelligence. For as long as you are an Illithid, you will use your Intelligence modifier for your magical abilities.
(Create a copy of your subclass and change the Spellcasting Ability to Intelligence.)

Psionic Resistance

Having once been part of the Illithid collective mind, renegade Illithids lingering psionic bond provides them with a natural defense against mental manipulation. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Psionic Levitation

As an action, you can levitate and move with a flying speed equal to your walking speed until the start of your next turn, after which you gently float to the ground. You can use this ability three times per long rest. At 10th level, this becomes a cantrip that you can use at will. Intelligence is your spellcasting ability for this trait.

Disguise Self

You can cast Disguise Self at will as a cantrip, lasting 24 hours. This spell does not require concentration.

Whip

You can use whip as a melee attack that deals 1d4 slashing damage and has 10ft reach. Can be used to grapple.

Brain Consumption

You must consume the brain of a sentient living or freshly deceased (within one hour of death) creature to avoid starvation. Can be attempted once per long rest.

As an action, you may attempt to devour the brain of a living creature. To attempt this on a conscious target, the target must be successfully grappled and have less than 25% of its maximum health remaining (can fail at the DM's discretion). Cannot be done on undead, constructs, or any creature without a brain.

Consume Brain: While grappled, the creature must roll a Strength Saving Throw (DC = 8 + proficiency + dexterity modifier). On a success, the creature escapes grapple. On a failure, if the creature has less than 25% of health, you consume their brain and the creature dies (at the DM's discretion).If the creature has more than 25% health or the DM decides the creature overcomes the attempt, the creature instead takes 1d4 piercing damage and 1d8 acid damage, but you fail to pierce the creature's skull.

Eating the brains of humanoids gives full nourishment and will last you two weeks before starvation occurs. While eating the brain of non-humanoids provide only half nutritional value, giving only one week before starvation occurs.

Starvation: You will receive one level of exhaustion per day once starvation occurs, and need to make a Wisdom Saving Throw (DC = 8 + number of days of starvation) to see if you maintain starvation or become Ravenous.

Ravenous: Upon becoming Ravenous, it is only a matter of time before you give into your illithid instincts and attack a nearby humanoid.

Upon successfully consuming a fresh humanoid brain, you regain your faculties, but must long rest to get rid of your exhaustion levels.

Memory Devour

On level 5, you can consume the brain of a creature that understands at least one language and with an minimum intelligence of 4 to gain fragments of their memories. On a successful Insight check (DC determined by the DM) you may gain a useful memory related to something the creature knew, or on a fail, the memory is fragmented and incoherent, providing no useful information. Once per long rest. Cannot be used in battle.

How to Play Discreetly

During long rests, or before the session starts, privately roll a Stealth and Survival check between you and your DM:

- If the Stealth check fails, you awaken one or more of your party and will have to make an excuse. You will not be able to leave unless you can convince them, and not be able to feed unless you can leave alone.
- If the Survival check fails, you may be unable to find a feasible brain from which to consume. The lower the number, the more likely you are not able to feed, or worse, the more likely you will have to kill a living NPC in order to do so.

You will not know the results of the Survival check until the morning when your meal, whatever it may be, is found. Or perhaps you are not able to find a meal, and your stomach growls a little louder.

Previous Versions

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