Illithid
Basic Information
Anatomy
Dietary Needs and Habits
Biological Cycle
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Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, geas (cast time 1 action), plane shift (self only)
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Variant: Charm: The illithid Targets one humanoid it can see within 30 ft. of it. If the target can see the illithid, the target must succeed on a DC 15 Intelligence saving throw against this magic or be Charmed by the illithid. The Charmed target regards the illithid as a trusted friend to be heeded and protected. Although the target isn't under the illithid's control, it takes the vampire's requests or Actions in the most favorable way it can, and it is a willing target for the illithid's tentacle grapple. Each time the illithid or the illithid's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the illithid is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the effect. Variant: Enslave (3/day): The illithid targets one creature it can see within 30 ft. of it. The target must succeed on a DC 15 Intelligence saving throw or be magically charmed by the illithid until the illithid dies or until it is on a different plane of existence from the target. The Charmed target is under the illithid's control and can't take reactions, and the illithid and the target can communicate telepathically with each other over any distance. Whenever the Charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the illithid.
This statline is for a typical adult illithid. For other varieties of illithid, check out the following: Elder Brain
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