Homebrew Illithid (Renegade) Species Details
Illithids who are separated for too long from the influence of an Elder Brain, whether by distance or the Brain's destruction, often discover that they possess an independent will of their own. The individual personality that asserts itself is, in the beginning, frightened and confused; many become desperate to regain the connection to an Elder Brain, seeking to return home or join another colony as soon as possible. Those who learn to be more comfortable thinking for themselves, however, relish their independence - a distinct hostility towards other Illithids and the Elder Brains themselves may develop, along with a more open-minded view of other races. Still, the appetites of the Illithid persist, and even the most fair-minded has to eat.
For details of mind flayer culture and nature, see Volo's Guide to Monsters (pages 71-81).
Welcome to the World
The shock of separating from a hive mind, for one who has lived so long in the embrace of the thoughts of others, cannot help but be a traumatic experience. Living with the arrogant certainty of the Elder Brain's absolute supremacy for so long that they hardly even notice the thought, let alone question it, Illithids suddenly broken away from that mold have described that sensation as being like a plunge into water that is at once freezing and boiling, or like losing a limb while being acutely aware that, in fact, they are not the body at all but the limb. Even for those who are not consumed by a desperation to return, neuroses and traumatic stress disorders are often the result of this schism, and even by the standards of aberrations like Illithids, the survivors become deeply weird.
Once acclimated to independence, these renegades quickly become aware of their precarious position in the world. Told of as frightful legends in the overworld, hated by most of the denizens of the Underdark, hunted by the Gith, and handled, at best, with contempt by the Illithid hiveminds, a too-prideful renegade is a pariah the world over. Whatever their other goals, if a renegade Illithid wishes to survive and remain independent, they have to prove their worth (and trustworthiness) to others.
More and Less
The reach of the Elder Brain doesn't just control an Illithid - it lends its power to them, exercising it through them as they execute its will. The Mind Blast that is an Illithid's most feared weapon is as much the Brain's as it is theirs, usually moreso. Once sundered from the hivemind, the renegade becomes quite acutely aware that this strength no longer flows through them; they have power of their own, to be sure, but learning to use it after relying for so long on the Elder Brain is a difficult, humbling, and often painful experience. Not all is loss, however - the removal of the Elder Brain's control means that its prejudices and predilections are no longer being continually reinforced in the brain of the Illithid individual; categorically, Elder Brains are bitter, suspicious, arrogant minds, supremely assured of their own power and viewing all other lifeforms as, at best, tools to execute their will. This mindset is, to the newly freed renegade, like a comfortable glove, an old groove; many never grow beyond it, even if they do embrace independence, but the separation gives them the chance, the choice, to do so.A renegade Illithid is, on average, more creative, more optimistic, more honest and open than any member of the hiveminds - and more different from another renegade than an ordinary Illithid could ever imagine being from their hivemates.
Aberrant Bauplan
Physically, these renegades appear no different from ordinary Illithids. Their ridged heads, four facial tentacles, and cold white eyes are a symbol of fear to many in the Underdark, and the stuff of horror stories in the world above. Like any other of their kind, they need to consume the brains of sentients to survive - four months without such sustenance is a death sentence for any Illithid, though signs of trouble begin to show after the first month without feeding. Their eyes are particularly unusual - though well-attuned to even magical darkness, they suffer in bright light, and the unprotected eyes of an Illithid exposed to full sunlight may be damaged, temporarily blinding them.
Illithid Renegade Names
Though many renegades choose to keep the names they were originally given during their lives as servants of an Elder Brain, there are those who, in their zeal to sever ties with their past, take on an entirely new name. The choosing of these names varies; some choose from the languages of races they know, from important or symbolic words, or even from the memories of minds they have consumed. Should one of these renegades fall back under the thrall of an Elder Brain, the identity built under servitude reasserts itself, and their chosen name becomes only a distant memory, unless circumstances should conspire to free them again.
Illithid (Renegade) Traits
As an Illithid cut off from the hive mind, you gain the following traits.Ability Score Increase
Your Intelligence score increases by 2. Your Wisdom and Charisma scores increase by 1. Your Strength and Constitution scores decrease by 2.
Age
Illithids finish the process of ceremorphosis by age 9, and become fully mature by 15. The maximum lifespan of an Illithid is unknown, though they rarely live past 150 years - and the life of a renegade is far more perilous than usual.
Alignment
As Illithids under the control of Elder Brains are almost uniformly Lawful Evil, there are many renegades who do not deviate far from that path, but there are no guarantees with one who has been left to make their own choices.
Size
Illithids are usually between 5 and 6 feet tall, and typically weigh from 114 to 270 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet. Your base swimming speed is 20 feet.
Flayer's Sight
With strange, alien eyes and a life spent in both the Underdark and strange, dark planes, the sight of an Illithid is very different from a human's. Similar to the abilities of warlocks, they gain the ability to see in total darkness with no trouble at all, up to a distance of 120 feet. They can see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of shapechangers and creatures transformed by magic. In addition, they can see into the Ethereal plane - but these bonuses to their sight only function in normal or magical darkness, not in dim or full light. Full sunlight is the worst for them - unacclimatized to the bright light of the sun, if they are not protected their eyes may be injured when entering full sunlight. Under this condition, they must make a Constitution saving throw (DC 10) to avoid being blinded for one minute and taking 1d4 radiant damage. Regardless of eye protection, or the success or failure of this throw, Illithid renegades take disadvantage on attack rolls and Wisdom checks that rely on sight when they, what they are trying to perceive, or the target of their attack is in full sunlight.
Psionic Magic
Though sundered from the power of the Elder Brains, renegades retain formidable psionic power. Once you reach 3rd level, you gain access to the Levitate and Detect Thoughts spells. At 13th level, you can cast Plane Shift, targeting only yourself. At 15th level, you can cast Dominate Monster. You can only cast each of these spells once per long rest. Intelligence is your spellcasting ability for these spells, and you do not require material components for them.
Telepathy
Powerful telepaths, Illithids are capable of instantaneous telepathic communication with any creature within 120 feet that understands at least one language. You require a line of sight with the subject, and an unwilling subject may choose to make a Wisdom saving throw (DC equal to your level plus your proficiency bonus) to block out the message.
While speaking telepathically with a creature, you can use an action to grant them the ability to respond telepathically for one hour. You can only give this ability to one creature at a time; if you give it to another creature, it removes the ability from the first. At level 9, you can grant this ability to two creatures at once.
Psionic Resilience
As powerful psychics themselves, Illithids are familiar with the tricks by which minds are attacked, and prepare for them. They have advantage on Intelligence, Wisdom, and Charisma saving throws.
Mind Blast
Beginning at level 6, Illithid renegades can use an action to emit a psionic blast in a 25-foot cone in front of them. Each creature in the blast area must make an Intelligence saving throw (DC equal to 8 plus your Intelligence modifier plus your proficiency bonus) or take 3d6 psychic damage and be stunned for one minute, or take half as much damage and avoid the stun on a successful save. Stunned creatures can repeat the saving throw on their turn to end the effect if successful. Damage increases by 1d6 and blast radius increases by 10 feet at 11th level (4d6, 35 feet), and 16th level (5d6, 45 feet). This ability can be used once per long rest.
Tentacles
The four tentacles that adorn an Illithid's face are not merely for decoration. Strong and prehensile, they are often an Illithid's preferred weapon in melee combat. Your tentacles are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You may also use your tentacles to grapple; make a Strength (Athletics) check, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you subject the target to the Grappled condition. The condition specifies the things that end it, and you can end the grapple whenever you like (no action required).
Mind Devourer
An Illithid's got to eat, and there's really only one thing that hits the spot. Once per day, when you have a humanoid creature grappled, you may make a strength check contested by the target's choice of a strength or dexterity check. If your check succeeds, the target takes 6 piercing damage - if this damage reduces the target to 0 hit points, its brain is extracted and devoured. Upon devouring a brain, you regain hit points equal to the victim's Intelligence modifier, and gain access to a piece of knowledge or a memory (at the DM's discretion) that the target had access to. This attack cannot be used on constructs. If you devour the brain of an Undead, make a Constitution saving throw (DC 15). If you fail the save, take 2d4 poison damage, become disoriented, and learn no new information from the devoured brain. On a success, take half damage and gain information as usual.
Outside of combat, you may feed on the brains of humanoid creatures that have died within the last minute. In doing so, you regain 1 hit point, and gain access to a piece of knowledge or memory that the target had access to. You cannot feed on constructs or the undead outside of combat.
Piercing damage increases to 12 at level 6, 18 at level 12, and 24 at level 18.
Hive Sensitivity
When a renegade Illithid enters a Hive Brain's area of influence, they can sense it, and it senses them. As the Elder Brain attempts to assert control, make a Charisma saving throw (DC 15) to resist. If successful, the DM may choose to repeat the contest in an hour,. If you fail, your alignment becomes Lawful Evil, you are considered Charmed, and must obey any order given by the Elder Brain. If the Elder Brain forces you to begin combat against creatures you had been friendly with, you may repeat the saving throw with disadvantage to attempt to break its grasp - otherwise, the effect lasts until you are moved outside of the Elder Brain's sphere of influence, the Elder Brain is killed, or another effect blocks its telepathy.
Languages
You can speak, read, and write Common, Undercommon, and Deep Speech. You are proficient in the Mind Flayer written language Qualith.
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