Homebrew Illithid Species Details

Illithids, also called mind flayers, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.

In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.

Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.

Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.

Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.

An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.

Note; it's become apparent to me that this race could be a little over-powered at lower levels. To counteract this I've released a feat called Illithid Weaknesses that provides certain debuffs and challenges that an illithid PC might face.

Renegade Illithids

Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of obedience were broken, or perhaps the colony was destroyed while it was away. In such a case, the mind flayer becomes free-willed for as long as it avoids contact with an elder brain.

Unlike colonial mind flayers, rogue illithids develop a healthy respect for those not of their kind. They treat especially powerful creatures and individuals as equals, not adversaries, and seek to cooperate with them. A renegade mind flayer might become a trusted advisor or a powerful ally, so long as it is kept well fed. Any alliance it makes, however, collapses if the mind flayer falls under the sway of an elder brain once more.

Illithid Names

Illithids are genderless and reproduce via a process known as ceremorphosis; which consists of producing tadpole-like creatures and implanting them into the cranium of humanoids. The tadpole then consumes the brain and replaces it, mutating the humanoid into a new illithid. They also use unique psychic impressions rather than names among themselves, but they do have transliterated Undercommon equivalents to allow non-psionic creatures to address them.

Names: Aurangaul, Cephalossk, Drukt, Drusiss, Lugribossk, Quoor, Ralayan, Sardsult, S'venchen, Tharcereli, Tobulux, Zellix.

Illithid Traits

As an illithid, you have the flowing racial traits;

Ability Score Increase

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

Alignment

While colonial illithids are always lawful evil, as they are under the control of an arrogant and domineering elder brain, renegade illithids can be almost any alignment. Good illithids are extremely rare however, as their intrinsic nature requires them to kill others and feast on their brains in order to nourish themselves and survive.

Age

Illithids fully complete ceremorphosis not long after the tadpole is inserted, and become fully mature after a few more years. It is known that illithids live longer than humans, but their maximum age range is not known.

Size

Most illithids are at least as tall as larger humans, standing at minimum a few inches under 6-feet. Their bodies are very slender, weighing much less than an average being of their stature. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Aberration

Your creature type is aberration, not humanoid, and you are affected as such by spells and other effects.

Innate Spellcasting (Psionics)

Your innate spellcasting ability is Intelligence. You can innately cast the following spells at will, requiring no components; detect thoughts and levitate. Once you reach 11th level you can cast plane shift once per long rest, targeting only yourself, without expending a spell slot or requiring components. At 13th level you can cast dominate monster once per long rest without expending a spell slot or requiring components.

Illithid Anatomy

Tentacles

Your tentacles are natural weapons. Intelligence is your attack bonus and damage bonus, and the reach is 5 ft. On a hit, it deals 1d10 + your Intelligence modifier in psychic damage. Once you reach 3rd level, the target must succeed on a Strength saving throw DC 8 + your Intelligence modifier + your Proficiency bonus or be grappled, and you cannot target another creature with your tentacles without ending the grapple. They can repeat the saving throw at the beginning of each of their turns, ending the effect on a success. The target must also succeed on an Intelligence saving throw DC 8 + your Intelligence modifier + your Proficiency bonus or be stunned until the grapple ends. They can repeat the saving throw at the beginning of each of their turns, ending the effect on a success. The damage increases by 1d10 when you reach 5th level (to 2d10).

Extract Brain

As an action, you can attempt to devour the brain of an incapacitated creature that is grappled by you, dealing 1d10 + your Intelligence modifier in piercing damage and 1d6 psychic damage. If this damage reduces the target to 0 hit points then you devour their brain completely and gain temporary hit points equal to your level + your Proficiency bonus. In addition, you may receive all the knowledge and memories that the consumed brain had, as well as intimate knowledge of their personality. This creature must be size Large or smaller. Alternatively, you may consume the brain of a creature that has died within the last minute and gain the same benefits. The piercing damage dealt increases by 1d10 at 5th level, and again at 10th and 15th level.

Mind Blast

You can magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a saving throw DC 8 + your Intelligence + your Proficiency bonus or take 1d8 psychic damage and be stunned for 1 minute. A creature takes half as much damage and isn't stunned on a successful save. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The damage increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level. After using your mind blast, roll a d6 at the beginning of your next turn; if the result is a 5 or 6 the ability recharges and you may use mind blast again that turn, if not then roll again at the beginning of the turn after. Additionally, this ability automatically recharges at the end of a short or long rest.

Darkvision

Accustomed to the Underdark, your eyes can easily make out details in low-to-no light conditions. You have darkvision out to a range of 120-feet. You can see in dim light as if it were bright light and darkness as if it were dim light, but you cannot perceive color in darkness, only shades of grey.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Psychic Imbuing

When you reach 6th level, you gain the ability to imbue a sword with psychic energy, turning it into a mind blade that deals an additional 2d6 psychic damage on top of the items base damage. Only you or a creature charmed by you may attune to and use the mind blade. In anyone else's hands, the mind blade functions as a nonmagical weapon of the same type. You must be in physical contact with the weapon for the duration of a long rest and if the rest is not completed then the imbuing fails, destroying the item being converted.

Telepathy

You can communicate mentally with other creatures within a 120-foot radius. The creatures don't need to share a language with you but must know at least one language, or be telepathic themselves, for telepathic communication to function. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.

Languages

You can speak, read, and write Undercommon and Deep Speech. Undercommon is a language of commerce among the subterranean races in the same way Common is among the surface dwellers, and Deep Speech is the language of Aberrations.

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2019 11:38:19 AM
38
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes