Nothing in the rules assess the long-term effects of having its mind routinely flayed, litterally. Mind-
flayers, you know. The rules are oriented for combat, and all the game is slanted this way.
D&D poisons are dangerous for one minute. Past this minute, if you're still alive, all his well, you'll recover. This would make the Borgia laugh. But it's simple, straightforward, and reduces backtracking, allowing stuff to be forgotten quickly. Imagine how complex a more realistic treatment of poison would be, including % chance of getting accustomed to it, thus giving greater resistance, but weakening certain tissues (like liver or neurons) and increasing risks of cancers... A real pain.
D&D is a game. Its rules have a game's focus. And that's for the better.
But on the other hand, it means that the rules, shock, horror, aren't complete. That they don't manage
everything. That there are still things left to winging, arbitrary, and plot devices. How sad...
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Naaaaah, let's be real. Mind-flayers have stuff to flay minds. They're natural telepaths. You can frequently sense their intrusion in your mind, while they're reading your thoughts. Nothing in the rules describe the effect of
detect thoughts as being perceived as an intrusion. Nothing
in the rules. Once again, it's not a videogame. It don't need to put everything in code. These things are left to the DM's fiat.
Likewise, nothing in the rules say that illithids eat brain. They can use it in combat (their "extract" special attack), but that don't mean it nourrishes them. The rule don't say how many brains they need to eat each day to have a balanced diet. Or if they find brains of more intelligent creatures to be tastier, or more nourrishing. And so on.