Homebrew Adversary Illithid Species Details

Illithid, The Adversary

When mind flayers abduct a humanoid, they occasionally opt to implant a parasitic larva, known as a tadpole, within the host's cranium instead of consuming their brain. This process transforms the host into a mind flayer, subjugated to the dominance of an elder brain. In instances where the elder brain is eradicated while the mind flayer survives, the latter gains autonomy. Typically, these liberated mind flayers resume their prior activities or seek integration into another colony governed by an elder brain. In rare cases, an illithid may choose to pursue an independent existence. They frequently face widespread animosity from others they encounter. However, it is feasible for them to become part of an adventuring cohort. Such groups, often composed of other marginalized beings like Tieflings, Drow, or other traditionally monstrous species such as Orcs or Goblins, tend to be more accepting. Notably, those who embrace an illithid within their ranks seldom express regret

An abomination among Illithids, the Adversary is a Mind Flayer that retained its host's memories and personality, possibly even its soul. They are considered one of the most dangerous oppositions to Illithids as they are believed to be their race's doom. That is the only difference between the incredibly rare "Adversary" variant and the standard Mind Flayer.

They have a resistance against the influences of an elder brain's control. The Adversary retains their former alignment (if they choose) and class with the addition of psionic powers.

Illithid Features

Ability Score Increase. Your base scores are Str 11, Dex 12, Con 12, Int 18, Wis 17, & Chat 17.

Age. Illithids aren’t born. They live slightly longer than humans, however, often exceeding 120 years.

Size. Illithids come in all shapes and sizes, depending on what kind of humanoid they were before. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your base flying speed is 15 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet 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.

Telepathy. You can speak telepathically to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Devour Brain. Illithid must consume at least one brain a day, or one intelligent, humanoid brain per week. In a minute, you can extract the brain of an unconscious creature within 5 feet of you. You instantly kill the target by devouring its brain.

Devouring a brain with this feature or the "Extract Brain" psionic ability provides you with 5 temporary hit points until you take a rest, then roll 1d20.

  • 1-5. You learn 1 piece of useless information
  • 6-10. You learn 2 pieces of useless information
  • 11-15. You learn 1 piece of useful information
  • 16-20. You learn 2 pieces of useful information

Psionic Abilities

Magic Resistance. You have advantage on saving throws against spells and other magical effects. You are also resistant against psionics.

Read Minds. As an action you can open your mind to the thoughts of others. For 1 minute you can use a bonus action to read the surface thoughts of any creature you can see within 30 feet of you. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

At 5th level you can cast the detect thoughts spell, requiring no spell slot or components. You must finish a short or long rest before you can cast it this way again.

Tentacles. As you become used to your tentacles, they become stronger and more coordinated. Your tentacles become a natural weapon which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d4 + your Intelligence modifier instead of the bludgeoning damage normal for an unarmed strike. When you attempt to grapple a creature, you can use your tentacles for it. If the grapple succeeds, the target must make an Intelligence saving throw. On a failed save, it is restrained as long as it’s grappled.

Extract Brain. As an action, you can attempt to extract the brain of an incapacitated or restrained creature within 5 feet of you if no other hostile creatures are within 5 ft. Make a melee weapon attack with a bonus equal to your proficiency bonus + your intelligence modifier. On a hit, the target takes Xd10 piercing damage, with X equal to half your level (rounded up). If that reduces the target to 0 hit points, you instantly kill the target, devouring its brain. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Mind Blast. As an action, you emit psychic energy to destroy your foes. Each creature in a 15-foot cone originating from you must make an Intelligence saving throw. On a failed save, it takes 2d6 psychic damage and is stunned until the end of its next turn, or half as much damage and is not stunned on a successful one. The damage and size of this ability increases to 3d6, 30 feet at 6th level, 4d6, 45 feet at 11th level, and 5d6 and 60 feet at 18th level. After you use this feature, you can’t use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common, Deep Speech, and Undercommon.

Psionic Abilities. If a psionic ability calls for a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

Racial Feat

Illithid characters gain access to the following feat:

Adversary Illithid Traits

Resistance: Psychic, ADV on magical spells and effects saving throws, Telepathic, Hovering

Psionic Spells

When you reach a class level specified, you gain access to the Psionic Spells table, you thereafter always have the listed spells prepared.

3 Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers
5 Hunger of Hadar, Sending, Geas
7 Evard’s Black Tentacles, Telekinesis
9 Rary’s Telepathic Bond, Mind Blank

Creature Type

You are an Aberration.

Size

You are Medium

Speed

Your Walking Speed is 30 ft. Your flying speed is 15 ft.

Dark Vision

 You can see in dim light within 120 feet 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.

Telepathy

You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Devour Brain

 Illithid must consume at least one brain a day, or one intelligent, humanoid brain per week. In a minute, you can extract the brain of an unconscious creature within 5 feet of you. You instantly kill the target by devouring its brain.

Devouring a brain with this feature or the "Extract Brain" psionic ability provides you with 5 temporary hit points until you take a rest, then roll 1d20.

  • 1-5. You learn 1 piece of useless information
  • 6-10. You learn 2 pieces of useless information
  • 11-15. You learn 1 piece of useful information
  • 16-20. You learn 2 pieces of useful information

Magic Resistance

You have advantage on saving throws against spells and other magical effects. You are also resistant to psionics.

Read Minds

As an action you can open your mind to the thoughts of others. For 1 minute you can use a bonus action to read the surface thoughts of any creature you can see within 30 feet of you. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

At 5th level you can cast the detect thoughts spell, requiring no spell slot or components. You must finish a short or long rest before you can cast it this way again.

Tentacles

As you become used to your tentacles, they become stronger and more coordinated. Your tentacles become a natural weapon which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d4 + your Intelligence modifier instead of the bludgeoning damage normal for an unarmed strike. When you attempt to grapple a creature, you can use your tentacles for it. If the grapple succeeds, the target must make an Intelligence saving throw. On a failed save, it is restrained as long as it’s grappled.

Mind Blast

As an action, you emit psychic energy to destroy your foes. Each creature in a 15-foot cone originating from you must make an Intelligence saving throw. On a failed save, it takes 2d6 psychic damage and is stunned until the end of its next turn, or half as much damage and is not stunned on a successful one. The damage and size of this ability increases to 3d6, 30 feet at 6th level, 4d6, 45 feet at 11th level, and 5d6 and 60 feet at 18th level. After you use this feature, you can’t use it again until you finish a short or long rest.

Psionic Abilities

Choose 1 psionic ability for your illithid character. When you reach 5th level, you can choose an additional ability. You may adjust these spells every time you level up.

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