JEB
Legend
EDIT: Updated version is available further down in the thread.
Almost five years ago, I pondered an approach to allow players to choose monstrous races that were stronger than the normal races, but without cutting back the monster's abilities all the way to standard PC levels, through the use of feats. But I never actually tried it out. On a whim, I decided to change that, and tonight I threw together an experimental illithid PC race build. Feedback appreciated.
Illithid Traits
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. [If you are using post-Tasha's guidelines, assign the +2 and +1 wherever you wish.]
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Magic Resistance. You have advantage on saving throws against spells and other magical effects. [If you are using post-Tasha's guidelines, remove "and other magical effects".]
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 can't discern color in darkness, only shades of gray.
Telepathy. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Tentacles. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with your tentacles, you deal psychic damage equal to 1d6 + your Intelligence modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Intelligence modifier). Until this grapple ends, you can’t attack another creature with your tentacles.
Mind Stun. As a bonus action, you can stun a creature grappled by your tentacles. Unless it succeeds on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier, the creature is stunned until the grapple ends, and you can't use this trait again until you finish a short or long rest. [If you are using post-Tasha's guidelines, this is changed to a number of times equal to proficiency bonus before a long rest.]
Brain Extraction. As an action, you can make a special attack with your tentacles against a stunned creature grappled by your tentacles. If the attack hits, you deal 2d6 piercing damage. If this damage reduces the creature to 0 hit points, you kill the creature by extracting and devouring its brain, and you can't use this trait again until you finish a long rest.
Illithid Feats
Illithid Psionics
Prerequisite: Illithid
Prerequisite: Illithid, Illithid Psionics feat
Prerequisite: Illithid, Illithid Psionics and Greater Illithid Psionics feats
Design notes
Almost five years ago, I pondered an approach to allow players to choose monstrous races that were stronger than the normal races, but without cutting back the monster's abilities all the way to standard PC levels, through the use of feats. But I never actually tried it out. On a whim, I decided to change that, and tonight I threw together an experimental illithid PC race build. Feedback appreciated.
Illithid Traits
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1. [If you are using post-Tasha's guidelines, assign the +2 and +1 wherever you wish.]
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Magic Resistance. You have advantage on saving throws against spells and other magical effects. [If you are using post-Tasha's guidelines, remove "and other magical effects".]
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 can't discern color in darkness, only shades of gray.
Telepathy. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Tentacles. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with your tentacles, you deal psychic damage equal to 1d6 + your Intelligence modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Intelligence modifier). Until this grapple ends, you can’t attack another creature with your tentacles.
Mind Stun. As a bonus action, you can stun a creature grappled by your tentacles. Unless it succeeds on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier, the creature is stunned until the grapple ends, and you can't use this trait again until you finish a short or long rest. [If you are using post-Tasha's guidelines, this is changed to a number of times equal to proficiency bonus before a long rest.]
Brain Extraction. As an action, you can make a special attack with your tentacles against a stunned creature grappled by your tentacles. If the attack hits, you deal 2d6 piercing damage. If this damage reduces the creature to 0 hit points, you kill the creature by extracting and devouring its brain, and you can't use this trait again until you finish a long rest.
Illithid Feats
Illithid Psionics
Prerequisite: Illithid
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Increase the damage inflicted by your Tentacles trait to 2d6 + your intelligence modifier, and the damage inflicted by your Brain Extraction trait to 4d6.
- You can cast detect thoughts and levitate at will, without needing any material components. Intelligence is your spellcasting ability for these spells.
Prerequisite: Illithid, Illithid Psionics feat
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Increase the damage inflicted by your Tentacles trait to 3d6 + your intelligence modifier, and the damage inflicted by your Brain Extraction trait to 6d6.
- You gain the Mind Blast trait. As an action, you emit psychic energy in a 30-foot cone. Each creature in the area of the Mind Blast must make an Intelligence saving throw against a DC equal to 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d8 psychic damage and is stunned for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can't use it again until you finish a short or long rest. [If you are using post-Tasha's guidelines, this is changed to a number of times equal to proficiency bonus before a long rest.]
Prerequisite: Illithid, Illithid Psionics and Greater Illithid Psionics feats
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Increase the area of your Mind Blast trait to 60 feet, and the damage inflicted by your Mind Blast trait to 4d8.
- You can cast each of the following spells once, without needing any material components: dominate monster and plane shift. You may only cast plane shift on yourself. Intelligence is your spellcasting ability for these spells. You regain the ability to cast these spells when you finish a long rest.
Design notes
- Magic Resistance is based on the yuan-ti (pureblood) version.
- Superior Darkvision does not include Sunlight Sensitivity, both because the Monster Manual mind flayer lacks that trait, and because it seems like that's passe in current design anyway.
- Telepathy is based in part on the kalashtar's Mind Link.
- Tentacles is based in part on the naga's Natural Weapons from Plane Shift: Amonkhet.
- Brain Extraction is based in part on the lizardfolk's Hungry Jaws.
- Mind Stun and Brain Extraction are definitely stronger than a typical starting character's traits, but I feel like they're balanced by the very specific requirements and limited uses. I recognize that others may disagree.
- The Illithid Feats generally are based on Svirfneblin Magic and the Telepathic feat. Note that as intended, you'd pick up the first feat at level 4, the second at level 8, and the last at level 12; though an illithid fighter could have all three by level 8. (I'm not inclined to set a level limit to thwart this, but I'm willing if folks think I should.) I tried to keep the damage in line with the original dragonborn and spells of the approximate level.
Last edited: