Illithid Species in Godsen | World Anvil

Illithid

Mind Flayer

The Scary Lovecraftian Octopus people.

Basic Information

Anatomy

2 arms, 2 legs, 4 tentacles on their face. Each arm has a hand with 4 finger like talons, and each leg has a foot with 2 "toes."

Biological Traits

A new variation of Illithid has popped up in recent years, called the "L' shuggog ot yog Illithid," or, called by most other people, "Overworld Illithids."

Genetics and Reproduction

Illithids are hermaphroditic creatures who each spawn a mass of larvae two or three times in their life. The larvae resemble miniature illithid heads or four-tentacled tadpoles. Larvae are left to develop in the pool of the Elder Brain. The ones that survive after 10 years are inserted into the brain of a sapient creature. Hosts are determined in a very specific manner. Hosts generally are humanoid creatures that are between 5 feet 4 inches and 6 feet 2 inches.   The most desirable of races for hosts are Humans, Drow, Elves, Githzerai, Githyanki , Grimlocks, Gnolls, Goblinoids, and Orcs. Upon being implanted (through the ear canal), the larva then grows and consumes the host's brain, absorbing the host's physical form entirely and becoming sapient itself, a physically mature (but mentally young) Illithid. This process is called ceremorphosis.

Growth Rate & Stages

After ceremorphosis, the Illithid stops growing.

Ecology and Habitats

Most Mind flayers live in the Underdark. They do not work around their habitat, and instead create homes to fight against it.

Dietary Needs and Habits

Illithids are Neurovores. They can only eat the gray matter found in brains.

Additional Information

Social Structure

Illithids have the following structure:   Brainstealer Dragon: Will overtake the Elder Brain if one is created. Because of this, they usually isn't created if the Elder Brain can help it, but Illithids will always try to do so.   Elder Brain: The leader of the colony. The ultimate psionic user, and all Illithids that follow it think the same way as it.   Ulithards: A secondary Leader to the Colony. Their main purpose in life is to lead half the Colony to a new lair, and to become an ELder Brain for that Colony   Illithid: Literally every other type of Illithid, except Ulithards and Alhoons.   Tzakandi: Lizardfolk Illithids. Treasured among Illithid culture for their almost religious subservience to a single Illithid in the Colony.   Tadpoles: The babies of the Illithids. Typically treated as food for the elder brain, their tool to reproduce, and their greatest folly (Neothelids).   Slaves and most Ceremorphs: The mindless drones that protect the colony and do menial tasks for their masters.   Experiments: The cattle for the Illithids. Either tortured with nightmares until they can be considered "Prepared for consumption," eaten outright, or used to continue the race's existence.   Alhoons, Rouge Illithids, Overworld Illithids, and Neothelids: Kill on sight. Must destroy, either because they are genuine threats to Illithid society or because they hate that creature.

Facial characteristics

Mind Flayers' heads are shaped like an octopus, with 4 tentacles. Their Tentacles can range from an inch longer or shorter than normal. Every Illithid looks the same.

Geographic Origin and Distribution

Most Mind flayers are found in the underdark

Average Intelligence

Mind Flayers are highly intelligent creatures.

Perception and Sensory Capabilities

Illithids can see in darkness for up to 120 feet, telepathy up to 120 feet, and psionics.

Symbiotic and Parasitic organisms

Illithid Tadpole

Civilization and Culture

Naming Traditions

Illithids don't use names normally. They use names for Speaking to lesser creatures to seem more intimidating. As such, Illithid names are usually long and hard to pronounce, and often can't be spoken without telepathy. Some Illithids are named by the horrors they put into people's minds such as "Gouging out your eyes and ripping your skull in half while pumping you with enough healing magic to keep you alive through all of it."

Courtship Ideals

Illithids hunt down humanoids and turns them into Illithids.

Average Technological Level

Mind Flayers mostly rely on their psionics. They have invented the "Nautiloid," a spaceship that resembles a giant shelled snail.

Major Language Groups and Dialects

Deep Speech and Undercommon.

Common Etiquette Rules

Illithids do not greet.

Common Dress Code

Illithids wear large clothes for armor.

Common Customs, Traditions and Rituals

Illithids talk to large amounts of people by using one of the tentacles for tongues.

Common Taboos

Illithids do not trust anyone. Treating a "lesser creature" as anything other than a slave/food/a host is seen as signs of incompetence.

History

Illithids, as well as the Gith, come from another reality, one where the Eldritch Evil Yrllt had destroyed all life by creating the Illithids. They had invaded the Gith's world, called Gith. The Illithids had conquered and enslaved the Gith, and would work ot conquer other worlds and realities. However, the Slave Gith would use this power against them, and would escape into the Main-Timeline first. Illithids would give chase 1,000 years later.   The First few Illithids would be found in 655wr, although they could be found in 6981cr, in the Feywild, the Shadowfell, Hades, and underground in the Material Plane. They would experiment on the creatures of these realms, with the exception of the Material Plane ones, as they focused mostly on survival. Not even the Gods knew of their existence, as they used psionics to mask their presence. The first Illithid colony would be discovered because they had left a single human alive on one of their excursions.

Interspecies Relations and Assumptions

Literally everything hates Illithids. Even other Illithids distrust Illithids. They are so despised that not killing one that you see is a punishable offence in some areas, and is considered "A crime against all things" to refuse to reveal any information about Illithid sitings is not shown to any Githyanki raiding parties someone comes accross.. The very, very few races that do like Illithids, such as the Steederfolk, not because they are genuinely kind or caring, but because their first instinct when encountering that race isn't to immediately enslave and eat.
Genetic Descendants
Scientific Name
Scientia Malum
Lifespan
125 years
Conservation Status
Illithids are a dying race, but no one is willing to conserve them
Average Height
5'10"-6'6"
Average Weight
150lbs-200lbs
Average Physique
Illithids are much more lithe than humans.
Body Tint, Colouring and Marking
Illithids range from a light Green to a light purple color.

Illithid

Medium abberation, lawful evil
Armor Class 15 (Breastplate)
Hit Points 71 (13d8+13) 13d8+13
Speed 30ft

STR
11 0
DEX
12 +1
CON
12 +1
INT
19 +4
WIS
17 +3
CHA
17 +3

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft. Passive perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7

(Psionics) The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15, +7 spell attack). It can innately cast the following spells, requiring no components

At will: detect thoughts, levitate

1/day: dominate monster, plane shift (self only)


Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.


Actions

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.


 

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