Illithid

Mind Flayer

This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature’s head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes. Mind flayers, also called illithids, are so insidious, diabolical, and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies’ minds.

A mind flayer’s mouth, a revolting thing shaped like a lamprey’s maw, constantly drips an oily slime when it is not siphoning out the brains of living prey. In addition to being highly intelligent, wholly evil, and terribly sadistic, mind flayers are utterly self-serving. If an encounter turns against the creature, it flees at once, caring nothing for the fate of its companions or servitors.

A mind flayer is about the same height and weight as a human. Mind flayers speak Aklo and Undercommon but prefer to communicate telepathically.

Mind Flayer Society

Mind flayers congregate in underground cities of 200 to 2,000 inhabitants, plus at least two slaves for each resident. Slaves obey their masters without question. The center of a community is its elder brain, a pool of briny fluid that contains the brains of the city’s deceased mind flayers.

Although they constantly vie for power, mind flayers are quite willing to work together. A small group of these creatures, known as an inquisition, often forms to root out some dark and terrible secret. In many ways, a mind flayer inquisition is not unlike a party of adventurers, with each member contributing its own skills and knowledge to the group.

When a task is too great for an inquisition to handle, mind flayers generally form a cult. A pair of illithids commands the group, each struggling for supremacy.


Mind Flayers as a Playable Race:




Level

Hit Dice

BAB

Fort Save

Ref Save

Will Save

Special

1st

1d8

+ 0

+ 0

+ 0

+ 2

2 Tentacles, + 1 Natural Armor

2nd

2d8

+ 1

+ 0

+ 0

+ 3

+ 2 Strength, Telepathy 10 ft.

3rd

3d8

+ 2

+ 0

+ 0

+ 3

+2 Wisdom, Psionics (Detect Thoughts, Levitate)

4th

4d8

+ 3

+ 1

+ 1

+ 4

+2 Constitution, Mind Blast 1/day (1 creature, 1d4 rounds)

5th

5d8

+ 3

+ 1

+ 1

+ 4

+2 Intelligence, 3 Tentacles, Psionics (Suggestion), Telepathy 60 ft.

6th

6d8

+ 4

+ 1

+ 1

+ 5

+2 Dexterity, Spell Resistance, +2 Natural Armor

7th

7d8

+ 5

+ 2

+ 2

+ 5

+2 Charisma, Psionics (Charm Monster)

8th

8d8

+ 6

+ 2

+ 2

+ 6

Grab, Mind Blast 3/day (10 ft. cone, 1d4 rounds)

9th

9d8

+ 6

+ 2

+ 2

+ 6

+2 Intelligence, 4 Tentacles, Telepathy 100 ft.

10th

10d8

+ 7

+ 3

+ 3

+ 7

+2 Wisdom, +3 Natural Armor

11th

11d8

+ 8

+ 3

+ 3

+ 7

+2 Charisma, Mind Blast 3/day (30 ft. cone, 1d4 rounds)

12th

12d8

+ 9

+ 3

+ 3

+ 8

Extract, Psionics (Plane Shift 1/day), Mind Blast ( 30 ft. cone, 2d4 rounds)

13th

13d8

+ 9

+ 4

+ 4

+ 8

+2 Intelligence, +2 Dexterity

14th

14d8

+ 10

+ 4

+ 4

+ 9

+2 Wisdom, Mind Blast at will (60 ft. cone, 3d4 rounds)

15th

15d8

+ 11

+ 4

+ 4

+ 9

+2 Charisma, Psionics (Astral Projection, Plane Shift)

MIND FLAYER

Aberration

Mind flayers, like drow and driders, have a long history of terrorizing adventurers and heroes who dare to intrude within the deep reaches of the underworld. These aberrations rip the brains from their foes. As if that were not enough, the mind flayer triply earns its name with psionic powers and with mind blasts that can reduce foes to quivering inactivity.

A mind flayer has a number of abilities to disperse to that point, but its mind blast is a trademark ability that is introduced as soon as possible. The ability first appears at 4th level, but is limited in its uses per day, with a lower save DC, and affecting only a single target. One by one, those restraints fall away until the character deals its 3d4 rounds of stunning, in a cone, at will. The rest of the mind flayer’s spell-like psionic powers appear in order of their spell levels from lowest to highest.

The choice for mind flayer advancement is mostly moot, unless the campaign extends itself to epic levels beyond 20th. In that case, the old mind flayer tradition of wizardry is the best path for most mind flayers to pursue. With a +8 bonus to Intelligence, a mind flayer character given time and experience to develop its abilities can make a formidable archmage, and its spells would be very difficult to resist.

Racial Traits

  • Starting Ability Score Adjustments: +2 Int. Mind flayers are intelligent creatures, albeit with an alien mindset.
  • Speed: Mind flayer land speed is 30 feet.
  • Darkvision: Mind flayers can see in the dark up to 60 feet.
  • Languages: Aklo and Undercommon. However, mind flayers prefer to communicate telepathically.

Class Skills

The mind flayer’s class skills (and the key ability for each skills) are Acrobatics, Bluff, Climb, Escape Artist, Fly, Intimidate, Knowledge (any), Perception, Sense Motive, Spellcraft, Stealth, Survival, and Swim.

Class Features

All of the following are class features of the mind flayer monster class.

Weapon and Armor Proficiency: A mind flayer is proficient with simple weapons and its natural attacks. A mind flayer is proficient with light armor.

Tentacles: A mind flayer uses its four facial tentacles for eating, but it also becomes adept at using them to attack creatures in combat. Its tentacles are natural melee weapons and deal the indicated damage plus Strength modifier. A mind flayer that cannot use all four of its tentacles in combat is still able to use them to eat in a noncombat situation.

Grab (Ex): To use this ability, a mind flayer must hit a Small, Medium-size, or Large creature with a tentacle attack (or a Huge creature if it can reach the creature’s head). If the grab is successful, on its next action the mind flayer may attempt to attach its remaining tentacles with a single grapple check. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target.

Telepathy (Su): Starting at 2nd level, a mind flayer gains telepathy at the indicated range. It may communicate telepathically with any creature in range that has a language.

Psionics (Sp): Beginning at 3rd level, a mind flayer acquires psionic abilities. Unless otherwise indicated, the abilities may be used at will. The effective sorcerer level for these abilities is equal to the mind flayer’s Hit Dice from class levels. The save DC for psionics effects is 10 + spell level + Cha modifier.

Mind Blast (Sp): Beginning at 4th level, a mind flayer can create a blast of mental energy. A creature attacked by a mind blast can attempt a Will save (DC 14 + Cha modifier) to avoid being stunned. Initially this ability is usable once per day against only one creature within 10 feet, and the stunned effect lasts for 1d4 rounds. As a mind flayer advances in level, its mind blast affects all creatures in a cone extending out from the mind flayer, the ability is usable more often, and the duration of the effect lengthens. At 14th level, a mind flayer can use its mind blast at will. It affects all creatures in a 60-foot cone, and those that fail their saves are stunned for 3d4 rounds.

Spell Resistance (Ex): Beginning at 6th level, a mind flayer gains spell resistance equal to 10 + its class level.

Extract (Ex): A mind flayer of 12th level or higher that begins its turn with all four tentacles attached and makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature (unless it has multiple brains or can function without its brain).

Illithid

Into the Darklands Brendon_Mize Brendon_Mize