Homebrew Altered Form Illithid (Medium) Species Details

"As the box opens, there's a faint fishy odour, and when you look down... there is an egg. And you see a note, written in Infernal. It says:

Evil is not born; evil grows. So let's see you raise this one on your own terms.
Not all of our kind are evil - and wouldn't it be a fun experiment, to see how I
would turn out under different circumstances? 

Sincerely,
J.

And you have an Illithid egg."

 

Being an illithid outside of a Mindflayer colony is a strange existence - one that can be made far more bearable (or more isolated) through being raised by a non-illithid family. It's a rare circumstance, mostly the result of adventurers acquiring illithid eggs during their travels; rarer still are any sightings of these adopted illithids beyond childhood, if at all. Sadly, no matter how good and kind they may be raised to be, many will still fear an illithid on sight, and so caution and secrecy are often the reality of their lives.

It is very common for these illithids to either seek out or be given the chance to permanently alter their appearance to that of another race, through the use of magic items such as the Ring of Alter Self, or the skill of a powerful mage. This transformation, although imperfect, allows them to more easily travel through a world that would otherwise immediately react with fear and hatred for their kind. Once their physical form has been altered, the illithid loses some of their psionic capabilities, but in its place gains some of the prowess and abilities of their chosen form. Often they will resemble (and gain racial traits from) one or more of their parents, but this is up to you; deciding your illithid's motivations in their transformation will help you build your character and decide their chosen form. Did they alter themself by choice, or were they coerced? Do they want to honour their adoptive family, to gain a sense of belonging in their community, or are they just trying to blend in and survive?

(This homebrew adapts some material from two other homebrews. Any material adapted from these homebrews has been credited, with links to the original work. Please support these creators!)


Altered Form Illithid (Medium) Traits

Despite their appearance, an Altered Illithid will still have shared traits with others of their species, as well as cultural traits from their upbringing.

Ability Score Increase

Your Intelligence score, and two different ability scores of your choice, all increase by 1. The additional ability scores are typically chosen based on the stat increases available for the illithid's adopted form.

Age

Illithids born from eggs mature between 16 and 20, similar to humans, but they live much longer. Some have lived as long as 500 years, though 100-300 is more common.

Alignment

Outside of an Elder Brain's control, and thus free to be whoever they choose, these illithids can have any alignment.

Size

Altered illithids become the size of the race they appear as, or anywhere in the scale of heights possible if adopting a form based on multiple species. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your illithid heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Magic Resistance

You have advantage against being charmed, and magic can't put you to sleep.

Tentacles

You have four retractable face tentacles that emerge from your mouth. While your tentacles are retracted, a creature can make a successful Intelligence (Nature) or Wisdom (Medicine) check with a DC of 10 + your Charisma modifier to notice that you are not completely human. You can use your bonus action to extend your tentacles and another bonus action to retract them. While your tentacles are extended you cannot speak, and you can use them to make unarmed strikes. Instead of damage, you can grapple with them. The grapple automatically ends if you retract your tentacles while grappling.

(Adapted from DM Dave's Half-Mindflayer homebrew)

Devour Brain

Even after changing their form, illithids must still consume brains to sustain themselves. They must consume one brain a day, or one intelligent humanoid brain a week. Outside of combat, you can consume the brain of an unconscious creature within 5ft of you, provided there are no other hostile creatures within 5ft of you. You instantly kill the target by devouring its brain.

Devouring a brain gives you +5 temporary HP until your next short or long rest; it can also provide information. Roll 1d20.

  • 1-5: You learn one piece of useless information
  • 6-10: You learn two pieces of useless information
  • 11-15: You learn one piece of useful information
  • 16-20: You learn two pieces of useful information

Your DM will decide what this information entails.

(Adapted from this homebrew)

Unique Upbringing

Your unusual childhood has exposed you to learning experiences that Mindflayers would never have in a colony. As a result, you've picked up traits from those who raised you, or the culture in which you grew up. Select any two traits from the options available.

The traits are labelled with the race they belong to in the PHB for clarity and reference, but you do not have to be bound to those races and can treat them as purely cultural traits. You can choose the traits based on your character's chosen form, their adoptive family's race(s), or simply whichever two would best fit with their origins and backstory.

Dual Nature

You have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types.

(From DM Dave's Half-Mindflayer homebrew)

Languages

You can speak, read, and write Common, and two other languages of your choice, typically related to your upbringing and/or chosen form.

Previous Versions

Name Date Modified Views Adds Version Actions
8/11/2021 9:03:11 PM
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