Mind Flayer
Mind flayers have an extraordinarily long and complicated history filled with war, conquest, and oppression. While all of those factors accurately describe how they've treated intelligent life across the multiverse, the last point also accurately describes life within their colonies.
Emotionally Underdeveloped
In mind flayer culture, personal relationships are shunned. Mind flayers won't develop emotional connections. Instead, all relationships are typically strictly work-based. The only comfort comes from a connection to the hive mind or the elder brain. However, this isn't to say that psychically linking to the elder brain brings happiness or joy. It's more akin to the feeling of being in a warm shelter when it's cold and raining outside. Individuality and expression are considered flaws within their colonies and are quashed when possible. This is not to say that they don't have instruments or arts. However, it's not because of the desire to create; but rather because it's deemed necessary. For example. mind flayers might have murals or statues, but they would be for intended purposes. Such sculptures might depict the elder brain, and murals may record history and events.Free at Last
If a colony deems a mind flayer is flawed, they will most commonly exile it if they believe they cannot "correct" it. To a typical mind flayer, this is a fate worse than death, meaning they will never merge with the elder brain after they pass. However, to a mind flayer with a sense of individuality, this can be the best thing to ever happen to them. To such a mind flayer, this means the freedom to pursue creative arts, pursue philosophy, or quite simply, make decisions for themselves.Stronger Together, Weaker Alone
Everything in mind flayer culture is done with the understanding that the colony is more important than the individual. Likewise, they are more powerful when connected to the hive mind. However, after exile and isolation from he hive mind, most mind flayers find themselves weakened and less able than they had been before. As such, a mind flayer starting out as an adventurer needs to build up their strength once more.Mind Flayer Names
Illithid names are more complex than verbal communication can reproduce. Because mind flayers primarily communicate with one another using telepathy, they communicate additional concepts and properties when saying names such as feelings and emotions. Given that mind flayers live in the Underdark and can speak undercommon, they will sometimes take on names in undercommon. This is so their thralls can more easily speak their name or so that they can garner a better reputation (it's difficult to spread fear if no one can pronounce your name). Lastly, most mind flayers don't have gender identities, so names are primarily interchangeable. Names. Clarota, Qossk, Gess, Zasgoll, Esdin, Ubeks, Seggul, Galuum, Gideos, Grazilaxx, Mathil El-Viddenvelp, N'ghathrod, Nihiloor, Vestress, Yharaaskrik, XetzirborMind Flayer Traits
Your character shares the following traits with other mind flayers. Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. Age. Illithids fully complete ceremorphosis by age 9 and have become fully mature and complete their education by age 15. Illithids live to be around 135. Alignment. Illithid society is based on a combination of strict rules and cruelty. As such, mind flayers who are no longer with their colony will likely be drawn to lawful or evil alignments. Mind flayers that are neither are almost certainly outcasts. Size. Most illithids are taller than humans, but their bodies are slender, weighing much less than a human of equal height would. Your size is Medium. Speed. Your base walking speed is 30 feet. Aberration. Your creature type is aberration (ceremorph) rather than humanoid. Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray. Infrared. Your sight primarily relies on infrared light. As such, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. These disadvantages also apply to trying to attack undead or to perception checks that rely on sight for seeing undead. Mindblast. You may use your action to attack anything in front of you with a mind blast. When you use your mind blast, each creature in a 15ft. cone must make an Intelligence saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save and half as much damage on a successful save. This damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. after using your mind blast, you can't use it again until you complete a short or long rest. Tentacles. When you take the Attack action on your turn, you can replace one of your attacks with an unarmed attack using your tentacles. On a hit, your tentacles deal 1d4 + your Intelligence modifier psychic damage. Devour Brain. You do not require typical humanoid food (but you do need water). Instead, you sustain yourself on intelligent humanoid brains requiring only one brain a month to maintain good health. If your tentacle attack brings a creature to 0 or fewer hit points, you may use your bonus action to devour its brain. You can also use Devour Brain on a creature that has died within the last 6 seconds. When you consume a creature's brain this way, you briefly interface with its mind. Then, when consuming the brain, make a DC 13 Intelligence check. On a success, you learn one piece of helpful information the creature knew. Telepathy. You can speak telepathically to any creature within 120 feet of you. You and the targeted creature must share a common language. Languages. You can speak, read, and write Common, Undercommon, and Deep Speech. In addition, you can read and write Qualith.Playing a Mind Flyer
Playing an illithid does come with some planning, so here are some ideas and questions to ask when preparing your character. Q. Why is your character no longer with their colony? This will be one of the most important places to start as it will form a great deal of your character's history.- Did they exhibit too much individuality and so were deemed flawed and exiled?
- Perhaps while in ceremorphosis, the colony was wiped out, leaving your character alone when they came into the world.
- Were they on a mission outside of the colony, and had something resulted in them never returning?
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