Homebrew Illithid Species Details

Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. 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.

QUALITH On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.

Illithid Traits

Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds.

Ability Score Increase

Your intelligence score increases by 2, and either your wisdom or charisma score increases by 1

Age

Illithids fully complete ceremorphosis by the age of 9, and have become fully mature and complete in their education by age 15. Illithids live a long time but they do eventually die at around the 1200 year mark. Unless they become an Elder mind then they are Quasi-Immortal.

Alignment

Illithids normally have a natural tendency towards hierarchy, discipline, and cruelty, and have an alignment of lawful evil. Some individuals find themselves developing more-individualistic personalities than their fellows early after ceremorphosis and have an alignment of neutral evil. A minority lack the characteristic sadism of their brethren while retaining their preoccupation with the organization, and have an alignment of lawful neutral. Any illithid of any other alignment, usually the product of unusual circumstances such as mutation, magical alteration, extensive contact with unshackled non-illithid minds while cut off from the networked communal intelligence of their colonies, or intervention by otherworldly forces, is likely regarded by others of its kind as either a disgusting social deviant and pariah, or, at worst, as pollution to be purged. Many such illithid are either mentally wiped blank and re-educated or simply thrown out of their home communities if their natures are too open and offensive to their fellows' sensibilities.

Size

 Most illithids are at least as tall as tall humans, standing around six feet, but their bodies are very slender and emaciated, weighing much less than an average being of their stature. Your size is Medium.

Speed

Illithids are capable of walking but see it as a primitive way of moving about, illithids levitate about 6 inches off the ground incapable of going higher without the use of an actual spell.

Your speed is 35.

You are immune to the effects of ability's and spells that would knock you prone through contact with the earth while levitating.

Superior Darkvision

You have darkvision out to 120 feet.

Devour Brain

When you reduce a living creature within 5 feet of you to 0 hit points, you can, as a reaction, devour their brain completely gaining temporary hit points equal to your level + your proficiency bonus + your Int. In addition, you may receive the answer to three question that the consumed brain knew the answer to. This creature must have a size of Medium or smaller. Alternatively, you may consume the brain of a creature that has died within the last 24 hours and gain the same benefits.

Mind Blast

You can use your action to emit a psionic blast in a 15-foot radius around you or a 15-foot cone in front of you dealing 2d8 psychic damage. When you use your mind blast, each creature in the area of the blast must make a Intelligence saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d8 at 6th level, 5d8 at 11th level, and 6d8 at 16th level. After you use your mind blast, you can’t use it again until you complete a short or long rest.

Telepathy

You can communicate mentally with other creatures that know at least one language within a 60-foot radius. These creatures dont need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait.

Languages

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

Magic Resistance

Illithids' alien nature makes them particularly resistant to magical forces and effects, and they regard the use of magic as aberrant and disdainful. All of their kind found studying arcane powers are shunned by their peers, and many are exiled from the community.

Illithids have advantage on saving throws against spells and other magical effects so long as they are conscious.

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