Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Mindflayer Themed Campaign (Recruiting Closed!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lord_Raven88" data-source="post: 3185271" data-attributes="member: 31975"><p>Greetings I'm interested in a Mind Flayer themed game, where the PC's will take the </p><p>part of a 4 person Inquisition (aka Mind Flayer adventurers), which will be sent on various missions by the Elder Brain of their Sept.</p><p></p><p>If you're interested in playing in such a game then submit a character using the following guidlines.</p><p></p><p><strong>Campaign Setting: </strong>Generic D&D/Greyhawk</p><p><strong>Posting Rate: </strong>2 to 3 times a week, which is all I can probably manage.</p><p><strong>Number of Players: </strong>4 only.</p><p><strong>Race: </strong>Mind Flayer only (Expanded Psionics Handbook version)</p><p><strong>Classes & PrC's: </strong>Any, but bear in mind that Mind Flayer Sorcerers are outcasts. Also feel free to only take levels in a PrC, as your levels will enable to to qualify for a surprising number of PrC.</p><p><strong>Interesting Class/Prestige Class Suggestions:</strong> Archivist (HoH), Dread Necromancer (HoH), Illithid Savant (Savage Species), Soul Eater (BoVD), Thrallherd, Ur-Priest (BoVD)</p><p><strong>Levels: </strong>18 ECL (Mind Flayer ECL 15 + 3 additional character levels)</p><p><strong>XP:</strong>162,000</p><p><strong>Ability Scores: </strong>26 point buy.</p><p><strong>HP:</strong>Max at 1st level, then average HP's at even levels and average +1 HP's at odd levels. I.E. HP's from 8 racial HD = 39 HP's [8+4+5+4+5+4+5+4]</p><p><strong>Gold: </strong>200,000gp (no more than 50,000 to be spent on a single item)</p><p><strong>Thralls :</strong>You won't be starting the game with any Thralls (Psionically Charmed/Dominated/Suggested playthings) unless you take the Thrallherd PrC. Basically you are all relatively young (20-23) Mind Flayers, infact this is going to be you first mission without elder Mind Flayers mentoring you, it's also your first mission together as a group.</p><p><strong>Books: </strong>Core Rule Books, BoVD, Complete Books, Lords of Madness*, Savage Species etc. Basically most non-world specific WotC rulebooks.</p><p><span style="font-size: 9px">* Note: I'm going to be using Lords of Madness extentively for background purposes, so feel free to incorporate of this material into our background.</span></p><p></p><p>I'll be picking 4 submissions only, these will be based partially on filling a necessary niche within the party as well as how interesting the character concept actually is.</p><p></p><p>And finally in an all Mind Flayer game it would be prudent for the group to bare in mind the weaknesses of Mind Flayers. Mind Flayers are less than effective versus Contructs, Plants and Undead and <u>may</u> fare badly in melee heavy encounters. Other than that feel free to get creative! </p><p></p><p>If you have any other questions feel free to ask.</p><p></p><p><strong><span style="color: red">Submissions Closed!</span></strong></p><p></p><p>Everyone who has already expressed an interest will have a few extra days to finalise and submit there charaters, in consideration of Thanksgiving holiday.</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=182132" target="_blank">IC</a> <a href="http://www.enworld.org/showthread.php?t=180965" target="_blank">OOC</a> <a href="http://www.enworld.org/showthread.php?t=181177" target="_blank">RG</a></p><p></p><p>[sblock=Mind Flayer Primer]</p><p>[sblock=Mind Flayer's as Characters]</p><ul> <li data-xf-list-type="ul">+2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6 Cha</li> <li data-xf-list-type="ul">Base land speed is 30 feet</li> <li data-xf-list-type="ul">Darkvision 60 feet.</li> <li data-xf-list-type="ul">8 Racial HD: +6 BAB, Base saving throws of Fort +2, Ref+2 Will +6.</li> <li data-xf-list-type="ul">Racial Skills: (2+Int mod) Bluff, Concentration, Hide, Intimidate, Knowledge(any), Listen, Move Silently & Spot.</li> <li data-xf-list-type="ul">Racial Fests: 3 feats</li> <li data-xf-list-type="ul">+3 Natural Armour</li> <li data-xf-list-type="ul">Natural Weapons: 4 tentacles (1d4)</li> <li data-xf-list-type="ul">Special Attacks: Mind blast (DC=10+1/2 HD+Cha mod), Psionics(as 9th level Psion), Improved Grab, Extract.</li> <li data-xf-list-type="ul">Special Qualities: Power/Spell Resistance 25 + class levels, Telepathy 100ft.</li> <li data-xf-list-type="ul">Languages: Common, Undercommon</li> <li data-xf-list-type="ul">Favoured Class: Wizard</li> <li data-xf-list-type="ul">Level Adjustment: +7</li> </ul><p>[/sblock]</p><p></p><p>Mind Flayer Anatomy[sblock]</p><p>A mind flayer is roughly comparable to a thin human in height </p><p>and build, but the external resemblance stops at that point.</p><p></p><p>An illithid’s head is a monstrous sight, resembling a four </p><p>tentacled octopus sitting atop the creature’s shoulders. The two</p><p>eyes, uniformly pale white and without pupils, are sheltered</p><p>beneath prominent brow ridges. The creature’s soft, moist</p><p>skin is mauve in color and glistens beneath a thin coating of</p><p>mucus.</p><p></p><p>Mind flayers have three long, slender fingers and an opposable</p><p>thumb on each hand, and two webbed toes on each foot.</p><p>Each finger and toe is capped with a wicked-looking nail,</p><p>which aren’t as dangerous as they seem. In fact, the nails are</p><p>composed of soft cartilage and present little danger to anyone</p><p>struck or scratched by them.</p><p></p><p>INTERNAL ANATOMY</p><p>Internally, illithids are similar to humans. More precisely,</p><p>they are very close to the base stock of the host in which they</p><p>grow bodies prior to ceremorphosis (see Reproduction, below).</p><p>They have hearts, lungs, livers, spleens, stomachs, and digestive</p><p>systems that are recognizable to any anatomist. The process of</p><p>ceremorphosis alters the appearance of these organs but not</p><p>their function or the need to have them.</p><p></p><p>What it does alter, however, is the host body’s nervous</p><p>system. An illithid’s nervous system is more extensive and</p><p>more advanced than any human’s. Every part of an illithid’s</p><p>body is “wired” into the brain with direct connections unseen</p><p>in any other creature. In effect, an illithid’s entire body is an</p><p>extended brain. One might question the cognitive power of a</p><p>liver, but there is no doubting that an illithid has tremendous</p><p>physical awareness of its own body and physical condition.</p><p></p><p>For reasons explained below, an illithid’s brain is anathema</p><p>to its body. The process of ceremorphosis creates something</p><p>closer to parasite than brain. That parasite becomes an indispensable</p><p>part of the body. Its great weakness is that it does not</p><p>produce the critical enzymes, hormones, or psychic energy</p><p>that the body needs to survive and function. Those critical</p><p>components must come from consumed brains.</p><p></p><p>Because of the mind flayer’s all-embracing nervous system,</p><p>food does not pass through a simple gastrointestinal tract but</p><p>through a cognitive, self-aware digestive system. That system</p><p>absorbs more than just nourishment from food. It scavenges</p><p>enzymes, hormones, and most important, psychic energy.</p><p></p><p>Illithids are known for consuming brains, but they eat other</p><p>food as well, most of which contains various amounts of these</p><p>needed enzymes and hormones. Internal organs are good</p><p>sources, and they rank high on illithid menus. Brains are</p><p>ripe with all three and are the only external source of psychic</p><p>energy.</p><p></p><p>MOUTH AND TENTACLES</p><p>An illithid’s tentacles can vary from 2 to 4 feet in length when</p><p>fully extended. When the creature is at rest and not excited, the</p><p>tentacles appear shorter. Even then, they are in almost constant</p><p>motion, writhing absent-mindedly as the creature ponders.</p><p></p><p>These limbs are extraordinarily dexterous and serve the mind</p><p>flayer as an additional set of hands, even to the point of being</p><p>used to punctuate or accentuate communication. The tentacles</p><p>are also quite strong; an illithid receives the benefi t of its full</p><p>Strength score in any situation involving its tentacles.</p><p></p><p>The tentacle cluster surrounds a circular, jawless mouth</p><p>ringed with rows of small, rasping teeth. The teeth serve</p><p>primarily as tools for gripping and to prevent slippery gobs of</p><p>brain matter from falling out of the mouth. An illithid does not</p><p>bite through the skin and skull of a victim, instead dissolving</p><p>it with a powerful enzyme transmitted through ducts in the</p><p>tentacles. This enzyme acts so quickly that the tentacles appear</p><p>to push right through the scalp and bone as if through soft</p><p>clay. The enzyme is highly unstable and never survives more</p><p>than brief contact with the air, making it impossible to harvest</p><p>from slain illithids. No material other than illithid mucus is</p><p>known to resist its corrosive effect.</p><p></p><p>ILLITHID SENSES</p><p>Although their white, pupilless eyes suggest blindness, mind</p><p>flayers see quite well. Their acuity lies entirely in the realm</p><p>of darkvision, which operates out to 60 feet. Their hearing is</p><p>a little less acute than a human’s. They have relatively good</p><p>auditory direction sense (they can tell where a sound is coming</p><p>from), but they have poor discernment (ability to separate and</p><p>recognize discrete components of a particular sound).</p><p></p><p>REPRODUCTION</p><p>From birth to death, the physiology of the illithid life cycle is</p><p>unique, and unspeakably horrible.</p><p></p><p>In basic confi guration, a mind flayer is amphibious. The</p><p>fi rst portion of its life is spent as a tadpole hatched from an</p><p>egg. An adult illithid spawns hermaphroditically two or three</p><p>times during its lifetime, depositing about a thousand eggs in</p><p>a briny pool constructed for just this purpose. The eggs hatch</p><p>after about a month, releasing the writhing tadpoles into the</p><p>pool.</p><p></p><p>The tadpoles spend ten years in the pool, where they are fed</p><p>a fatty mash of brain material and other organs prepared by</p><p>nursery attendants. After a decade, they have grown from a</p><p>fraction of an inch to around 3 inches in length. At this point,</p><p>in terms of sentience and intellect, they are still little more</p><p>than intelligent frogs.</p><p></p><p>The nurseries are home to more than just tadpoles. At the</p><p>bottom of the pool resides an elder brain, which survives by</p><p>preying on the defenseless tadpoles. The tiny percentage of</p><p>tadpoles that survive a decade in the pool—no more than a</p><p>few in a thousand—are rightly considered by the illithids to</p><p>be the fi ttest, canniest specimens. By surviving, they earn the</p><p>privilege of undergoing ceremorphosis.</p><p></p><p>This is the real mystery of the illithid life cycle, for illithids</p><p>do not grow their own bodies. Instead, a mature tadpole is</p><p>inserted into the ear, nostril, or eye of a helpless humanoid</p><p>captive. Over a period of several days, the tadpole burrows</p><p>into the host brain, consuming gray matter and gaining body</p><p>mass in a nearly equal ratio. When the process is complete, the</p><p>victim’s brain is completely replaced by the tadpole’s bloated</p><p>tissue. The tadpole is neurologically melded onto what remains</p><p>of the lower brain stem and assumes complete control of the</p><p>body’s nervous system. The victim dies irrevocably, but the</p><p>body lives on with a parasite serving as its brain.</p><p></p><p>Victims have been rescued from this horrid fate, but only</p><p>if help arrives quickly. A victim is permanently drained of 1</p><p>point of Intelligence, Wisdom, Charisma, and Dexterity every</p><p>hour after tadpole insertion. When any one ability is reduced</p><p>to 0, the victim’s psychic essence is destroyed and replaced by</p><p>the tadpole’s awakening mind. Before that point is reached,</p><p>restoration can reinstate lost ability points but won’t kill the</p><p>tadpole, so damage keeps accruing. The only sure way to save</p><p>the victim is to kill the tadpole. The tadpole itself is very easy</p><p>to kill (automatic kill with a coup de grace), but its location</p><p>inside the victim’s head is a serious complicating factor. Spells</p><p>such as cure disease and remove curse have no effect; only a heal</p><p>spell can save a victim undergoing ceremorphosis.</p><p></p><p>In most cases, the only way to guarantee the tadpole is</p><p>slain is to crush or incinerate the victim’s head. At that point,</p><p>resurrection, true resurrection, or raise dead come into play. Raise</p><p>dead alone is of no avail if the victim’s head was destroyed in</p><p>the process of killing the tadpole.</p><p></p><p>The process of ceremorphosis takes a week to complete but it cannot </p><p>be reversed after any of the victim’s ability scores are reduced to 0.</p><p>From that point, no means can bring the victim back short of a miracle.</p><p></p><p>Only certain races are used by the mind flayers as recipients of </p><p>ceremorphosis. In general, donors must be humanoid, mammalian,</p><p>between 5 feet 4 inches and 6 feet 2 inches tall, and</p><p>weigh from 130 to 270 pounds. Humans, elves, drow, githzerai,</p><p>githyanki, grimlocks, gnolls, goblinoids (of Medium size),</p><p>and orcs are sought-after donors. Races smaller or larger than</p><p>these, whether in height, weight, or size category, are never</p><p>used, and neither are reptilian or amphibian races. Halfl ings,</p><p>dwarves, derro, duergar, gnomes, centaurs and their relatives,</p><p>giants, and kuo-toas might be used as thralls or as food, but</p><p>they are never used as ceremorphosis subjects.</p><p></p><p>DEVELOPMENT AND AGING</p><p>At the end of the week of ceremorphosis, nothing remains of</p><p>the victim. Its tissues have been entirely replaced with the</p><p>rapidly transforming mind flayer tissue. The creature is warmblooded</p><p>and hermaphroditic, with a life expectancy of up to 135 years. It </p><p>looks fully grown, but the newly ceremorphosed creature is an infant, </p><p>only days into its sentient existence. Itmust grow in learning and </p><p>experience before coming into its full power. </p><p></p><p>This process varies from one mind flayer to another but the average </p><p>“growing up” period lasts about twenty years. Immature illithids are </p><p>seldom allowed outside the security of a well-protected subterranean </p><p>city.</p><p></p><p>THE ILLITHID MIND</p><p>Illithids seem at most times to be calm, collected, and dispassionate.</p><p>Occasionally they appear to be gripped by great anger, but it’s hard for</p><p>other creatures to distinguish whether that is a true emotion or</p><p>a display to impress outsiders or enemies. Because of this, mind</p><p>flayers are assumed to have either few emotions or tremendous</p><p>self-control. Both assumptions are wrong.</p><p></p><p>Illithids feel intense emotions but internalize them almost</p><p>completely. A mind flayer that looks calm might be raging</p><p>with a cauldron of emotion beneath the surface. In addition,</p><p>an illithid’s emotions are entirely negative: Anger, fear, envy,</p><p>hate, shame, indignation, contempt, pride, and anxiety comprise</p><p>nearly their entire emotional repertoire. The closest they</p><p>come to experiencing joy is the feeling they get when eating</p><p>a brain, but even this is mixed with such sadistic and hateful</p><p>overtones that it can’t be considered “happiness” as most races</p><p>would defi ne it.</p><p></p><p>This constant negative emotional state colors an illithid’s</p><p>every thought and perception. Because it knows no happiness,</p><p>it spends no time planning how to become happy. Pride, satiated</p><p>curiosity, and self-satisfaction are a mind flayer’s highest</p><p>emotional states. These feelings motivate it to action[/sblock]</p><p></p><p>ILLITHID VARIANTS[sblock]</p><p>Illithids are not a homogenous race. Their decade-long incubation</p><p>as tadpoles and the mysterious process of ceremorphosis</p><p>spawn numerous mutations and variations. Most of these do</p><p>not survive.</p><p></p><p>Ulitharids</p><p>An ulitharid is immediately distinguishable from an illithid</p><p>by two characteristics: it towers over its cousins, standing 7 to</p><p>8 feet tall, and it has six tentacles rather than four.</p><p>The “birth” of an ulitharid is a significant event in an illithid</p><p>colony. They are sufficiently rare that a colony with a single</p><p>ulitharid considers itself lucky.</p><p></p><p>As a tadpole, an ulitharid is indistinguishable from other</p><p>tadpoles. However, it spends twice as long as a tadpole—twenty</p><p>years, compared to the standard ten—before reaching maturity.</p><p>Its true nature does not become evident even to other mind</p><p>flayers until ceremorphosis. Once an ulitharid begins its</p><p>transformation, it is greeted as something akin to a prophet.</p><p></p><p>These creatures rise to positions of civil or military leadership</p><p>within their communities, and they frequently receive</p><p>diplomatic embassies from other colonies that are not so</p><p>blessed. In addition to their greater stature and revered status,</p><p>ulitharids live twice as long as other mind flayers, compensating</p><p>somewhat for their rarity of birth.</p><p></p><p>Illithid Sorcerers</p><p>Considering their powerful intellects, it’s not surprising that</p><p>many illithids study wizardry. What is surprising is that a</p><p>small number of illithids are actually sorcerers. How sorcerous</p><p>talent manifests itself in creatures as nonhuman and alien as</p><p>mind flayers is a great mystery to those who study the basis of</p><p>sorcery. Certainly, mind flayers have no dragon blood. It could</p><p>be that this tendency depends on the history of the donor body</p><p>prior to it undergoing ceremorphosis, but since no systematic</p><p>study is possible, no one knows.</p><p></p><p>However it’s explained, the combination of psionic and</p><p>sorcerous power is fearsome. These creatures are shunned</p><p>even by others of their own kind.</p><p></p><p>Elder Brains</p><p>At the center of every large mind flayer community is a fetid</p><p>pool of murky, swirling, briny fl uid. The pool itself can have</p><p>any configuration, but in every case it serves two purposes.</p><p>First, it is an incubator for illithid tadpoles; hundreds of thousands</p><p>might inhabit the pool as a teeming mass at any given time. </p><p></p><p>Second, it serves as the nutrient pool for the community’s</p><p>elder brain, the intelligence that guides and unites the illithids</p><p>into their tightly woven society.</p><p></p><p>How an elder brain comes to be is unknown. Even to the mind</p><p>flayers, an elder brain is timeless and ageless. It is an amorphous,</p><p>writhing bulk of tissue, the conglomeration of cast-off brain</p><p>matter from deceased mind flayers. When a mind flayer dies, its</p><p>brain is removed ceremonially and cast into the pool, whereupon</p><p>it sinks to the bottom to be absorbed into the greater mass. This</p><p>melding of an individual’s brain into the communal elder brain</p><p>is a fate to which mind flayers aspire; they do not fear or regret</p><p>their passing. If anything, they fear a death that prevents them</p><p>from becoming a part of the elder brain.</p><p></p><p>No individual personalities survive absorption by the elder</p><p>brain. It is sentient (some might say super-sentient), but its</p><p>consciousness lies outside any human or mind flayer experience.</p><p></p><p>The nature of its intellect is a mystery to mind flayers,</p><p>because even their potent psionics cannot penetrate beyond</p><p>the shallowest layers of an elder brain to discern its inner</p><p>workings.</p><p></p><p>The brain is clearly a physical as well as a psychic entity. It</p><p>subsists by extracting presentient psychic vibrations from the</p><p>tadpoles that teem around it. “Devoured” tadpoles are reduced</p><p>to oily residue that dissolves slowly into the brine.</p><p></p><p>An elder brain is typically 8 to 10 feet in diameter, regardless</p><p>of how many brains are absorbed into its mass. While an elder</p><p>brain’s mass doesn’t increase beyond a known maximum, its</p><p>intelligence and knowledge do. Each new brain contributes</p><p>all of its life experience to the elder brain’s totality.</p><p></p><p>Elder brains rule their communities completely. Their</p><p>dictates and pronouncements are beyond question. Some are</p><p>cruelly dictatorial, while others allow varying amounts of</p><p>freedom. The most passive serve only as advisors and sources</p><p>of historical information. The norm is a degree of control</p><p>somewhere between absolute authoritarianism and enlightened</p><p>despotism.</p><p></p><p>An elder brain’s telepathic range extends 350 feet, although</p><p>some elder brains might have feats, spells, or psionic powers</p><p>that extend this range. Within that radius, an elder brain is</p><p>aware of all living things. Intervening material has no effect</p><p>on its ability to communicate or on its awareness of all thought</p><p>within range. This hyper-awareness makes it almost impossible</p><p>for enemies to sneak into an illithid community. Their presence</p><p>is detected and resistance organized long before intruders</p><p>move close enough to present a signifi cant threat.</p><p></p><p>Besides communicating directly with individual mind</p><p>flayers, an elder brain can establish contact between two or</p><p>more illithids that would otherwise be outside one another’s</p><p>range of 100 feet. In this capacity, the elder brain acts only as</p><p>a conduit, albeit one that hears and remembers everything</p><p>that passes through it. Some elder brains use spells such as</p><p>Rary’s telepathic bond or equivalent psionic powers to keep in</p><p>touch with individual mind flayers at tremendous distances,</p><p>allowing near-instantaneous communication throughout the</p><p>community.</p><p></p><p>Because of an elder brain’s awareness, mind flayers are of</p><p>necessity among the most lawful of creatures. Plotting against</p><p>the community or the elder brain is impossible. Even deviating</p><p>from the social norm is likely to bring about swift corrective</p><p>action ranging from a single stern warning to coercion or</p><p>psychic annihilation, depending on how harsh that particular</p><p>elder brain cares to be at the moment.</p><p></p><p>Elder brains grow and gain power continually. They never</p><p>become old, infi rm, or senile (their sanity might be called into</p><p>question, but only from the limited perspective of mortal creatures).</p><p></p><p>A large number of illithids believe that all elder brains</p><p>are growing toward an ultimate purpose—that at some point</p><p>in the future, the brains will meld into a single, all-seeing elder</p><p>brain capable of communicating across limitless distances</p><p>through the Astral Plane.</p><p></p><p>Mind flayers are subject to one huge misconception concerning elder </p><p>brains. They believe that their individual consciousness survives </p><p>after joining the elder brain. This notion is completely wrong. The </p><p>elder brain extracts knowledge and strength from the brain matter </p><p>and adds its mass to its own, but the illithid is dead. Only the </p><p>elder brain lives forever. Elder brains guard this secret, as one </p><p>might expect.</p><p></p><p>Brain Golems</p><p>One of the most astounding and disturbing abilities of an elder</p><p>brain is its capacity to create what is known as a brain golem.</p><p>This construct is formed from the brains of intelligent creatures,</p><p>with a body that is an extruded portion of an elder brain’s</p><p>own mass. The head of the golem secretes a slimy substance</p><p>that sheathes the body in thin, membranous skin.</p><p></p><p>Few nonillithids have ever seen one of these monstrosities.</p><p></p><p>They sometimes function as added “muscle” for an illithid</p><p>community that is faced with imminent danger, but their</p><p>main function is to serve as an elder brain’s physical hands and</p><p>carry out tasks that are too important, secret, or complex for</p><p>mind flayers themselves. As such, they are viewed with great</p><p>wonder by mind flayers. The emergence of a brain golem from</p><p>an elder brain’s pool is considered a grand portent and treated</p><p>with awed solemnity by the community.</p><p></p><p>A brain golem shares its creator’s imperviousness to psychic</p><p>probes. It never communicates in any way with entities it</p><p>encounters. If it is destroyed before returning to the pool for</p><p>reabsorption, its mass doesn’t seem to be missed by the elder</p><p>brain.</p><p></p><p>Alhoon</p><p>A lot of mind flayers practice magic, and some grow quite</p><p>powerful. However, illithid society prefers to focus on the</p><p>creatures’ true heritage of psionic mastery. As a result, excessive</p><p>study of magic is considered a distraction at best and an offense</p><p>at worst. Mind flayers that persistently violate this stricture</p><p>suffer the ultimate punishment; they are banned from joining</p><p>with the elder brain upon their deaths.</p><p></p><p>For that reason, mind flayers that study magic, and especially</p><p>sorcery, devote the better part of their attention to devising</p><p>ways to extend their lives unnaturally. The ultimate goal is</p><p>to become a lich. Those that succeed at becoming liches are</p><p>known as alhoons to other mind flayers, or illithiliches in the</p><p>Common tongue.</p><p></p><p>Physically, an alhoon can be difficult to distinguish from a</p><p>normal mind flayer. The most obvious difference is the lack</p><p>of the mind flayer’s ever-present mucus coating. Without that</p><p>protection, an alhoon’s skin becomes dry and cracked. Its eyes</p><p>might appear shriveled and sunken. Both of these clues are easily</p><p>missed by someone who hasn’t seen a living mind flayer.</p><p></p><p>Because of its fascination with arcane magic, a typical alhoon</p><p>possesses no more psionic power than an average mind flayer.</p><p></p><p>Its frightful mastery of magic more than makes up for its lack</p><p>of psionic prowess.</p><p></p><p>Mind flayers universally shun alhoons, considering them</p><p>abominable because the undead creatures have sacrificed</p><p>any hope of joining with the elder brain. An alhoon residing</p><p>near an illithid community or outpost will be hunted and</p><p>exterminated if its presence is discovered.</p><p></p><p>Mind Flayer Vampires</p><p>Even stranger than illithid sorcerers are illithid vampires. How</p><p>they come to be is unknown. Unlike other vampires, they do</p><p>not create spawn or propagate their kind by leaving victims</p><p>wounded but not yet undead.</p><p></p><p>A vampiric mind flayer bears little resemblance to its kin.</p><p>Where mind flayers favor rich, luxurious robes, a vampiric</p><p>illithid wears nothing to cover its dark gray fl esh. Its head is</p><p>smaller and of a different, fl attened shape, appearing almost</p><p>to have shrunk or partially collapsed inward. A vampire</p><p>illithid’s tentacles are longer and more muscular than those</p><p>of a living mind flayer, and it uses them for bludgeoning as</p><p>much as grasping.</p><p></p><p>Such a monster would be truly terrifying if it possessed</p><p>the mighty intellect of a mind flayer. Fortunately, vampiric</p><p>mind flayers are completely feral. Their minds hold bestial</p><p>cunning and savagery, but they do not think or reason. Some</p><p>portion of their minds must recall their former lives, since</p><p>their favorite haunts are subterranean, in the types of areas</p><p>where mind flayers live. Other mind flayers are a vampiric</p><p>illithid’s worst enemies, because they destroy one whenever</p><p>given a chance.</p><p></p><p>Urophions</p><p>The racial limitations involved in selecting donor bodies</p><p>for ceremorphosis are well known to the illithids. Still, this</p><p>knowledge does not prevent them from experimenting with</p><p>other creatures to see what might result. In most cases, both</p><p>host and tadpole die.</p><p></p><p>Oddly, implanting a tadpole into a roper proves viable. The</p><p>result is a urophion, or illithid roper. This is the only known</p><p>case of tadpole implantation succeeding in a cold-blooded</p><p>creature.</p><p></p><p>Physically, ropers and urophions are nearly indistinguishable.</p><p>Urophions are stationed around illithid communities</p><p>to act as guardians and sentinels. The live their lives much</p><p>as any roper would: solitary, sedentary, and stationary. Their</p><p>acute senses allow them to detect intruders at great distances.</p><p>When a victim approaches within 50 feet, a urophion unleashes</p><p>a powerful mental blast to stun the prey, then uses its six very</p><p>long tentacles (up to 50 feet in length) to grasp the victim, drag</p><p>it close, and extract its brain.</p><p></p><p>Intellectually, urophions are on par with any other illithid,</p><p>and their psionic abilities are nearly as powerful. Nevertheless,</p><p>they are viewed by the community as a whole as inferior and</p><p>suited only for lives of dreary service. Their one honor is to</p><p>be offered to the elder brain upon their deaths.</p><p></p><p>Brilliant but isolated, urophions live lives of desperate</p><p>loneliness and frustration. While most remain loyal to their</p><p>creators, some wander away in pursuit of their own inscrutable</p><p>objectives.</p><p></p><p>Neothelids</p><p>Among the strongest taboos in illithid society is the idea of</p><p>not implanting a mature tadpole into a donor brain. While</p><p>some tadpoles are implanted experimentally, with death the</p><p>almost certain outcome, none are intentionally kept back</p><p>from implantation.</p><p></p><p>On rare occasions, an illithid community collapses, typically</p><p>from an external assault, and the elder brain is killed. When</p><p>that happens, the tadpoles are suddenly freed from predation</p><p>by the always-hungry elder brain. They, in turn, are no longer</p><p>fed by their caretakers, and the tadpoles grow increasingly</p><p>hungry. Driven by hunger, they turn to cannibalism. Only</p><p>one tadpole survives from the thousands in the pool.</p><p></p><p>The psychic energy that this one survivor absorbs from its </p><p>fellow tadpoles (and possibly from the decaying corpse of</p><p>the elder brain, as well) allows it to grow much larger than </p><p>any normal tadpole would—to the size of a small dog. Eventually,</p><p>hunger again drives it to a desperate act: crawling out of the </p><p>briny pool into the greater subterranean world in search of food. </p><p>Once free of the pool, the creature lives by preying on rats and </p><p>other vermin, a diet that allows it to grow even larger.</p><p></p><p>Eventually, such an abomination catches and devours a sentient </p><p>creature, whether a duergar, a drow, or a luckless human far from </p><p>home.</p><p></p><p>Consuming that fi rst thinking brain triggers the same reaction</p><p>in the tadpole that would have occurred if the tadpole had been</p><p>implanted normally. It becomes self-aware, and its latent psionic</p><p>potential awakens.</p><p></p><p>At that point, the creature becomes a neothelid. Untrained,</p><p>savage, feral, and brilliant, it knows nothing beyond the squalid, </p><p>predatory existence it has lived so far.</p><p></p><p>Neothelids prowl subterranean passages in search of more brains</p><p>to sate their constant hunger, growing ever larger and more</p><p>vicious. Truly leviathan specimens have been spotted prowling</p><p>the deepest underground.</p><p></p><p>In addition to having the usual psionic abilities of an illithid,</p><p>these creatures can spray tissue-dissolving enzymes from</p><p>their tentacle ducts, reducing victims to a puddle of slime</p><p>and leaving only the pulsing brain unharmed. They have no</p><p>knowledge of their links to illithids, so they’re just as likely</p><p>to prey on mind flayers as on anything else.[/sblock]</p><p></p><p>ILLITHID MAGIC[sblock]</p><p>Although their highly structured society is sometimes hidebound</p><p>and conservative, illithids are tremendously creative</p><p>problem solvers. Whether working with pulleys and gears,</p><p>psionics, magic, alchemy, or a combination of all four, their</p><p>great intelligence and natural competitiveness lead to unique</p><p>solutions.</p><p></p><p>MIND FLAYERS AND MAGIC ITEMS</p><p>Unlike many other aberrations, whose physical shape makes the</p><p>use of humanoid-crafted magic items diffi cult, mind flayers are</p><p>humanoid enough in form to wear the same magic items that any </p><p>human character could wear.</p><p></p><p>Mind flayers naturally favor items that add to their already </p><p>formidable mental acuity, seeking out (or crafting on their own) </p><p>headbands of intellect or cloaks of charisma.</p><p></p><p>They also greatly value defensive magic, such as rings of</p><p>protection, cloaks of resistance, and bracers of armor. </p><p></p><p>Mind flayers feel that they are far too important to allow </p><p>themselves to be killed through insufficient preparation, and </p><p>go to great lengths to provide themselves with magical defenses</p><p>of all sorts.</p><p></p><p>Illithids that gain levels as wizards or clerics acquire item </p><p>creation feats and produce a variety of useful items—particularly </p><p>items that provide physical protection from harm. In addition to </p><p>bracers, rings, and similar devices, mind flayers also produce a </p><p>number of unique items, which are described below.</p><p></p><p>Brain Canister: The ultimate</p><p>goal of every mind flayer is to join the elder brain upon death.</p><p>To be denied this is the worst fate imaginable. When illithids</p><p>die far from home, their brains cannot be brought back to</p><p>the elder brain before putrefaction begins. Once a deceased</p><p>illithid’s brain begins to rot, the elder brain does not accept</p><p>it. This is viewed as a great waste. </p><p></p><p>To prevent such a tragedy, mind flayers developed the</p><p>brain canister. This metal urn is typically made from copper</p><p>and fi lled with an alchemical solution. A brain placed in the</p><p>canister lives on indefi nitely, although it is unconscious and</p><p>insensible.</p><p></p><p>Removing a brain for storage in the canister requires a DC</p><p>25 Heal check (mind flayers gain a +5 circumstance bonus on</p><p>this check due to their natural facility at the task). The body</p><p>must be living when removal begins, and the brain must be</p><p>placed in the canister within 1 minute of removal, or it dies.</p><p></p><p>The creature whose brain is removed dies immediately and</p><p>cannot be raised or resurrected unless the brain is recovered</p><p>or destroyed.</p><p></p><p>Mind flayers sometimes use brain canisters to store meals for</p><p>long journeys, when it might not be possible to feed as often</p><p>as they like. They also store the brains of particularly interesting</p><p>humanoids, so they can perform terrible experiments or transplants </p><p>on the brain or question these individuals through various psionic </p><p>means.</p><p></p><p>Faint necromancy; CL 5th; Craft Wondrous Item, gentle</p><p>repose; Price 30,000 gp; Weight 5 lb.</p><p></p><p>Brainmate: Mind flayers in the vicinity of an elder brain</p><p>feel its presence constantly. This is not an unpleasant sensation</p><p>for them. The never-ending hum of the elder brain’s activity is a</p><p>reassuring sensation for an illithid. When a mind flayer travels</p><p>outside the elder brain’s range of influence, that comforting</p><p>presence is lost. An imperfect solution to this problem is the</p><p>brainmate.</p><p></p><p>The brainmate consists of a tiny bud, about the size of a</p><p>walnut, taken from an elder brain and encased in a crystal</p><p>globe filled with mucus. The brain matter itself might or might</p><p>not be visible within the murky goo. The globe can be worn</p><p>on a chain around the neck or simply carried on the wearer’s</p><p>person.</p><p></p><p>A brainmate is nominally sentient. It contains a tiny</p><p>portion of the elder brain’s knowledge, and it responds to</p><p>direct telepathic questions. Although a brainmate does not</p><p>provide the comforting background hum of mental activity</p><p>that illithids find so soothing, it is a useful companion to a</p><p>far-ranging mind flayer.</p><p></p><p>If the wearer has the telepathy special ability, the ability</p><p>to cast Rary’s telepathic bond, or the mindlink psionic power,</p><p>he can access the brainmate to make use of its knowledge. A</p><p>brainmate possesses 10 ranks in two specific Knowledge skills,</p><p>allowing the wearer to make checks in those specific skills as</p><p>if he possessed the same number of ranks. The wearer uses his</p><p>own Intelligence modifier on these checks.</p><p></p><p>Besides storing information from the elder brain, a brainmate</p><p>also records everything its owner imparts to it. If the</p><p>brainmate is worn or carried by a telepathic user, it records</p><p>everything the individual sees, hears, or experiences. It is</p><p>common, therefore, for illithid spies to be equipped with</p><p>brainmates. When a spy returns to its community, the elder</p><p>brain has perfect access to everything the spy encountered,</p><p>with no memory loss or room for misinterpretation.</p><p></p><p>Moderate divination; CL 11th; Craft Wondrous Item, Rary’s</p><p>telepathic bond or telepathy as a special ability; Price 10,000 gp.</p><p></p><p>Dampsuit: A dampsuit is a close-fi tting bodysuit of slick</p><p>leather that covers a mind flayer from head to toe. It seals in a</p><p>creature’s precious body moisture when the illithid ventures</p><p>away from the dark, clammy warrens where it normally lives.</p><p></p><p>The suit itself consists of several complex layers, each moistened</p><p>and lubricated with mucus for easy movement. The suit</p><p>traps all moisture that escapes from the wearer’s body and</p><p>recirculates it.</p><p></p><p>Wearing a dampsuit, a mind flayer can operate in dry, hot</p><p>conditions that would quickly exhaust or kill an unprotected</p><p>illithid. Under normal conditions, a mind flayer’s tentacles</p><p>remain curled up inside a special pouch designed for just that</p><p>purpose on the front of the suit. When needed, they can be</p><p>thrust out through a valve in the face mask, then withdrawn</p><p>(along with a brain) when their work is done.</p><p></p><p>A dampsuit is a suit of +1 slick leather armor that protects its</p><p>wearer with an endure elements effect.</p><p></p><p>Faint abjuration; CL 4th; Craft Magic Arms and Armor,</p><p>endure elements, grease; Price 6,910 gp; Cost 3,535 gp.</p><p></p><p>Striator: This uniquely illithid stylus looks like nothing</p><p>more than a nicely polished piece of wood or bone. It typically</p><p>is about a foot long, an inch wide, and a quarter to a half-inch</p><p>thick. More ornate versions have pleasantly sweeping curves</p><p>that fi t the hand or are decorated with intricate inked carvings.</p><p></p><p>The only universal distinguishing characteristics are four</p><p>small, flattened nibs at one end. When a creature grasps the </p><p>stylus and draws it across a piece of parchment or paper, the </p><p>striator reads the thoughts of the writer and causes a pattern of </p><p>dashes and spaces to be raised up on the surface in four parallel </p><p>lines. This is Qualith, a system of tactile writing used by </p><p>illithids (see Language, below).</p><p></p><p>The striator draws its information directly from the user’s</p><p>thoughts and transcribes the data into Qualith whether the</p><p>writer understands Qualith or not.</p><p></p><p>Faint divination; CL 3rd; Craft Wondrous Item, detect</p><p>thoughts; Price 1,500 gp.</p><p></p><p>Thought Extruder: On occasion, a brain is more valuable to</p><p>mind flayers if it’s not eaten. Prisoners, for example, might have</p><p>important knowledge that the mind flayers need but cannot</p><p>extract by brute force. No matter how powerful a character’s</p><p>psionic or magic resistance to mind-reading might be, it can</p><p>be overcome through the use of a thought extruder. The device</p><p>allows no saving throw and does not permit spell resistance.</p><p></p><p>This diabolical device is a collapsible cage of wires, mesh,</p><p>and needles. Once it’s fi tted around the head of a restrained</p><p>subject (which takes 20 minutes), a mind flayer uses its biocorrosive</p><p>enzyme to open a fi st-sized hole in the prisoner’s</p><p>skull, exposing the brain. Needles then drill into the gray</p><p>matter, probing for active thought centers, pleasure and pain</p><p>receptors, and repressed or shielded memories. The operator</p><p>must be able to establish telepathic communication with the</p><p>subject by means of the telepathy special ability or a spell or</p><p>psionic power serving the same purpose.</p><p></p><p>The needles are thought conductors made from an organic</p><p>material specially developed by illithid alchemists. They</p><p>enable the operator to read whatever is in the subject’s mind.</p><p></p><p>The process is slow; the operator can ask only one question</p><p>per minute, but receives a complete, truthful answer.</p><p>With each question, the victim makes a DC 20 Fortitude</p><p>save. Each failure permanently drains its Intelligence, Wisdom,</p><p>and Charisma scores by 1. When the illithids are done asking</p><p>questions, the victim makes a Will save using its current</p><p>Wisdom modifi er. Failure leaves it permanently insane, as the</p><p>spell insanity.</p><p></p><p>Moderate divination; CL 9th; Craft Wondrous Item, Rary’s</p><p>telepathic bond or telepathy special ability; Price 45,000 gp.</p><p></p><p>NAUTILOID</p><p>It is rumored that not all mind flayers live beneath the surface.</p><p>Some tales speak of ships shaped like the shell of a nautilus that</p><p>are capable of fl ying through the spaces between worlds. Most</p><p>serious scholars discount these tales as pure fantasy, despite</p><p>those who claim to have seen such ships fi rst-hand.</p><p></p><p>The illithids themselves know that the tales are true. The</p><p>great ships are remnants of their glorious future, when their</p><p>empire will span not just worlds but the entire universe (see</p><p>The Whispering Shadow, below). The knowledge of how to</p><p>build these stunning vessels is lost—or, more correctly, hasn’t</p><p>been discovered yet. Until it is, the remaining ships ply the</p><p>great gulfs of the night skies cautiously, seeking evidence of</p><p>lost mind-flayer colonies and hidden githyanki outposts.</p><p></p><p>PSIONIC SEAL</p><p>Some mind flayers know how to create a special type of magic</p><p>item known as a psionic seal. These are similar to psionic tattoos</p><p>(see the Expanded Psionics Handbook), although the design</p><p>is created purely by psionic power; no ink is involved.</p><p></p><p>Creating a psionic seal requires the Craft Psionic Seal feat.</p><p>(If you are using the Expanded Psionics Handbook, you might</p><p>decide that mind flayers that have the Scribe Tattoo feat can</p><p>choose to make both psionic tattoos and psionic seals.)</p><p></p><p>Psionic seals can be inscribed on flesh or on just about</p><p>anything else, including doors, hallways, chests, articles of</p><p>clothing, weapons, or pages of a book. Creatures can wear no</p><p>more than one psionic seal at a time; additional seals scribed</p><p>onto them simply fail.</p><p></p><p>The caster level or manifester level of a psionic seal is the</p><p>minimum level required to cast or manifest the power. A</p><p>psionic seal can hold spells or powers of 3rd level or lower.</p><p></p><p>When worn on a creature, a psionic seal activates when its</p><p>wearer touches it and wills it to activate. This is a standard</p><p>action that provokes attacks of opportunity. The wearer doesn’t</p><p>get to make any decisions about the seal’s effect—the person</p><p>who scribed the seal has already done so.</p><p></p><p>When scribed on an object, a psionic seal can be set to</p><p>activate in response to one of three events: when touched and</p><p>willed to activate (useful for helpful spells or powers), when</p><p>touched at all (useful for traps), or when a creature with specifi c</p><p>observable characteristics moves within 5 feet of the psionic</p><p>seal (useful for trapping doorways, for example). In the latter</p><p>case, the seal must be in plain view—it can’t be hidden inside</p><p>an object, for example.</p><p></p><p>A harmful psionic seal is considered a magic trap. It is rarely</p><p>hard to fi nd, since it must be in plain view to function, but</p><p>disarming the trap requires a Disable Device check (DC 25 +</p><p>spell level of the spell or power used to make the seal).</p><p>In any case, a psionic seal fades away after it is triggered</p><p>once.</p><p></p><p>Craft Psionic Seal</p><p>A creature with this feat can create psionic glyphs or symbols</p><p>that hold spells or psionic powers until triggered.</p><p>Prerequisites: Int 15, psionic ability (spell-like abilities</p><p>described as psionics, psi-like abilities, or psionic powers),</p><p>caster level or manifester level 7th.</p><p></p><p>Benefi t: A creature can cast or manifest any arcane spell or</p><p>psionic power it has access to as a psionic seal. If it is creating a</p><p>psionic seal of an arcane spell, it must have prepared the spell</p><p>to be scribed and must provide any material components or</p><p>focuses the spell requires. If casting the spell or manifesting</p><p>the power would reduce the creature’s XP total, it pays that</p><p>cost upon beginning the seal in addition to the XP cost for</p><p>making the seal itself. Likewise, material components are</p><p>consumed when the creature begins scribing the seal, but</p><p>focuses are not.</p><p></p><p>A single object of Medium size or smaller can hold only one</p><p>psionic seal. A larger object can hold one seal per 100 square</p><p>feet of surface area. A creature can also scribe a psionic seal</p><p>on a willing creature, but a creature can hold only one psionic</p><p>seal at a time; any additional seals inscribed on that creature</p><p>automatically fail.</p><p></p><p>A psionic seal has a price equal to its spell or power level</p><p>× caster or manifester level × 50 gp. (A 0-level spell or power</p><p>counts as 1/2 level.) The creature crafting the seal must spend</p><p>1/25 of the price in XP and use up raw materials costing onehalf</p><p>the price to inscribe the seal.</p><p></p><p>RESONANCE STONE</p><p>Resonance stones play an important role in mind flayer society.</p><p>Very few mind flayers do not own at least one, and many of</p><p>them own several.</p><p></p><p>The best description of a resonance stone would be “emotion</p><p>transmitter.” Each stone stores a specifi c emotion and</p><p>broadcasts that emotion over a small area. The typical range</p><p>is 30 feet; more powerful stones can have larger areas of effect,</p><p>while very small stones might be so weak that they must be in</p><p>contact with the skin to be perceived.</p><p></p><p>There is no universal size or appearance for a resonance</p><p>stone. They can be made from any mineral. Crystal, marble,</p><p>quartz, and precious gems are the most common materials.</p><p></p><p>In volume, they vary from the size of a pea (which would be</p><p>worn on a ring or necklace beneath the clothes) to the size of</p><p>a melon (powerful enough to fl ood a small auditorium with</p><p>emotion). The largest known resonance stone is the great globe</p><p>suspended from the ceiling of the plaza in the illithid city of</p><p>Lagurno (see below), but it is exceptional in every way. The</p><p>average stone is around the size of a large egg.</p><p></p><p>Resonance stones are always active. Any sentient being that</p><p>approaches within the stone’s radius of effect experiences the</p><p>emotion that it broadcasts. At fi rst, this sensation is faint. As</p><p>one draws nearer, the emotion rises quickly in intensity to the</p><p>imprinted level. If the stone is touched, the intensity jumps</p><p>up sharply.</p><p></p><p>Illithids use resonance stones casually as decorations. In</p><p>an illithid’s home, one could expect to fi nd resonance stones</p><p>emitting a sense of deep self-satisfaction, pride, feelings of</p><p>personal superiority, or confi dence. In public places, resonance</p><p>stones might be positioned to heighten feelings of responsibility,</p><p>duty, loyalty, or racial superiority. At a performance eating</p><p>event (see Performance Eating Area, below), the performance</p><p>could be heightened through the use of stones that broadcast</p><p>a sense of anticipation, gradually changing to delight followed</p><p>by satisfaction.</p><p></p><p>To illithids, these emotions convey the same nostalgic connotations</p><p>that smells carry for a human. The familiar feeling of</p><p>home has a literal meaning to a mind flayer. Many can navigate</p><p>through their homes or even through public spaces by sensing</p><p>emotions only.</p><p></p><p>Besides offering a pleasant diversion, resonance stones</p><p>serve a vital function as well. A newly ceremorphosed mind</p><p>flayer has no experience with emotions. When it suddenly</p><p>becomes sentient, its mind is bombarded with thoughts and</p><p>feelings from all directions. A nearby resonance stone calms</p><p>the tumult and floods the creature with feelings of reassurance</p><p>and contentment. As it adjusts to its new body, develops psionic</p><p>powers, and acclimates to the unvarying presence of the elder</p><p>brain, a resonance stone, rather than a parent, is its constant</p><p>companion. In other words, mind flayers learn emotions from</p><p>resonance stones, not from one another. They do not fall in</p><p>love or even form friendships beyond useful acquaintances.</p><p></p><p>Resonance stones fill their emotional needs.</p><p></p><p>Resonance stones can be turned to darker, more destructive</p><p>purposes, too. Stones that radiate feelings of hopelessness and</p><p>helplessness are frequently used to keep newly captured prisoners</p><p>docile before they can be enthralled. Similarly, stones that</p><p>radiate feelings of satisfaction and resignation can be scattered</p><p>across the fl oor of a pit where captives are held, to keep them</p><p>quiet and prevent fi ghting. A stone emitting horror, despair,</p><p>or surrender can be useful during interrogation.</p><p></p><p>Creatures subjected to a resonance stone effect can attempt</p><p>Will saves (save DC varies by stone type) to resist the effect. A</p><p>creature that succeeds on this save is immune to that stone’s</p><p>effect for 24 hours. A creature that fails the save but leaves the</p><p>area and reenters can attempt a new saving throw, but it takes</p><p>a –2 penalty on the second and all subsequent saving throws</p><p>made against the same resonance stone in the same 24-hour</p><p>period. Mind flayers receive a +4 racial bonus on saves against</p><p>resonance stone effects.</p><p></p><p>Sample stones are presented below.</p><p>Resonance Stone of Despair: All creatures that come</p><p>within 30 feet of this resonance stone must succeed on a DC</p><p>16 Will save or be affected as if by crushing despair for as long</p><p>as they remain in the affected area.</p><p></p><p>Moderate enchantment; CL 7th; Craft Wondrous Item,</p><p>crushing despair or telepathy special ability; Price 56,000 gp.</p><p></p><p>Resonance Stone of Fear: All creatures that come within</p><p>30 feet of this resonance stone must succeed on a DC 16 Will</p><p>save or be affected as if by fear.</p><p></p><p>Moderate necromancy; CL 7th; Craft Wondrous Item, fear</p><p>or telepathy special ability; Price 56,000 gp.</p><p></p><p>Resonance Stone of Delirium: All creatures that come</p><p>within 30 feet of this resonance stone must succeed on a DC</p><p>14 Will save or be nauseated and blinded for 1 minute.</p><p></p><p>Moderate enchantment; CL 7th; Craft Wondrous Item, major</p><p>image or telepathy special ability; Price 45,000 gp.[/sblock]</p><p></p><p>THE WHISPERING SHADOW[sblock]</p><p>Of all questions surrounding illithids, “Where did they come</p><p>from?” is the most mysterious. For an answer to this riddle,</p><p>scholars are limited to scraps of clues from a handful of ancient</p><p>texts. The clearest reference is found in The Planetreader’s Primer,</p><p>a book of primeval knowledge published (reputedly) in the</p><p>great city at the center of all, Sigil. It speaks in certain terms</p><p>of an illithid empire that spanned worlds in a time predating</p><p>memory. So mighty was this empire that its expansion</p><p>threatened to consume even the eternal Blood War before it</p><p>was turned back.</p><p></p><p>The Astromundi Chronicles, a text of ancient yet unknown</p><p>origin, speaks of the illithids as “a race of monstrous spawn,</p><p>hidden beneath the world by their progenitors.” No clue is</p><p>given as to the identity of these progenitors. The text suggests</p><p>that the illithids hated their creators with such passion that</p><p>they lashed out against them and destroyed them utterly,</p><p>leaving no trace of their existence for the modern scholar to</p><p>examine.</p><p></p><p>The most archaic of all sources is a set of stone tablets known</p><p>as the Sargonne Prophecies, named for the city of disturbing</p><p>ruins called Sargonne. The crumbling tablets contain passages</p><p>so cryptic that they have been interpreted as prophecies rather</p><p>than as history. Each bears a central likeness of what is unmistakably</p><p>a mind flayer. The inscribed runes present a troubling</p><p>aspect to the observer. They tell of an illithid world “bathed in</p><p>eternal night” that is destroyed by some fi ery cataclysm, from</p><p>which the illithids flee in flying ships.</p><p></p><p>From these fragmentary glimpses into the dim past and</p><p>the oral histories of several long-lived races, scholars have</p><p>concocted the following “history” of the illithid race.</p><p></p><p>Its origin is simply unknown. Wherever they came from,</p><p>in time so ancient that no record of it exists, illithids ruled a</p><p>vast, worlds-spanning empire.</p><p></p><p>This empire, built on a foundation of slavery and domination</p><p>over whatever other races existed at that time, dwarfed</p><p>everything that has come since. At some point, certain of</p><p>those enslaved races developed a degree of resistance to the</p><p>psychic shackles of the illithids. When they had gathered</p><p>suffi cient power, the slaves revolted. How it was done no one</p><p>can say, but the slaves succeeded in toppling their masters and</p><p>winning free. The age that followed was one of unrelenting</p><p>revenge as desperate pockets of illithids were hunted and</p><p>exterminated.</p><p></p><p>The freed slaves were not free of strife, and they fell to</p><p>warring among themselves. This had two effects. First, the</p><p>feuding branches of ex-slaves became what are now known as</p><p>the githyanki and the githzerai, who make war on each other</p><p>to this day. Second, the illithids that eluded their vengeance</p><p>were able to regroup and escape to defensible fortresses</p><p>deep underground, where the gith races chose not to pursue</p><p>them.</p><p></p><p>This account is basically true in its outline but is fl awed in</p><p>one astounding respect. While the rebellion of the gith did</p><p>indeed take place in the past—about two thousand years ago,</p><p>to be precise—their mind flayer masters had themselves just</p><p>arrived in that era from the unimaginable future.</p><p></p><p>At the very end of time, the mind flayers faced extinction at</p><p>the hands of some unknown adversary. Caught in the throes</p><p>of defeat, harried in their crumbling capitals and universities</p><p>(lesser outposts had fallen eons before), the surviving illithids</p><p>concocted a desperate plan. As their last bastions were</p><p>assailed and their psychic defenses breached, the mind flayers</p><p>sacrificed countless ancient, potent elder brains to produce a</p><p>psionic maelstrom of unimaginable proportions. The ensuing</p><p>cacophony of energy demolished the very laws that support</p><p>the structure of time. The illithids and all that remained of</p><p>their decadent civilization were hurled backward across the</p><p>ravaged barriers separating the ages to arrive in the present</p><p>world, but thousands of years ago, as recorded in the Sargonne</p><p>Prophecies.</p><p></p><p>The illithids’ staggering gamble paid off. Upon arriving in</p><p>the human world of several thousand years past, they quickly</p><p>enslaved the humanoid race known as the gith, seeking to</p><p>reestablish their empire in their new age. After centuries of</p><p>servitude, the gith successfully rebelled against the mind</p><p>flayers. Much of the knowledge and wondrous magic brought</p><p>to the distant past from the illithid empire at the end of time</p><p>was destroyed in this rebellion, and for long years the mind</p><p>flayers were scattered and disorganized in its wake.</p><p></p><p>While the rebellion of the gith was a great catastrophe, the</p><p>mind flayers are a patient race. They need only wait in the darkness,</p><p>planning, correcting foreseen mistakes, and gathering</p><p>strength for the time when they return to ascendance.</p><p></p><p>In the impossibly far future, when stars are reduced to</p><p>pale, red cinders fl ickering coldly over somnolent worlds,</p><p>the illithids will rise from their subterranean dens to face the</p><p>languid twilight and establish once more the empire they lost.</p><p>They will be stronger, crueler, and hungrier than ever, and all</p><p>hope will die.[/sblock]</p><p></p><p>LANGUAGE[sblock]</p><p>Mind flayers have no spoken language of their own. Among</p><p>themselves, they communicate entirely by means of telepathy</p><p>accented with tentacle motions. At fi rst, their telepathy is</p><p>short-ranged and limited to creatures within their line of</p><p>sight. As a mind flayer matures, it gains much greater control</p><p>and power, plus the ability to maintain communication with</p><p>multiple minds at once.</p><p></p><p>Mind flayers understand and can speak Undercommon,</p><p>when verbal communication is necessary. Due to their high</p><p>intelligence, most mind flayers know a number of other languages,</p><p>too—usually Common, Elven, Aquan, and Infernal.</p><p></p><p>While they despise speaking any language aloud, mind flayers</p><p>find it useful to be able to read texts produced by humans or</p><p>by their common subterranean rivals, aboleths and drow.</p><p></p><p>Mind flayers use a unique written language known as Qualith.</p><p>Qualith has no spoken form; it is a record of pure telepathic</p><p>communication. Qualith script resembles four parallel lines of</p><p>raised dashes and spaces, intended to be read by touch. Each</p><p>line carries an independent train of thought, but to understand</p><p>the message, all four lines must be read simultaneously. The</p><p>cadence of the writing attempts to capture the rhythm and</p><p>sensation of multilayered telepathic communication. The effect</p><p>is nearly impossible for nonillithids to understand or translate</p><p>without years of study (DC 35 Decipher Script check).</p><p></p><p>Qualith script is common throughout most illithid architecture.</p><p>In many cases, it runs in unbroken expanses on</p><p>every wall. Explorers and intruders who don’t understand</p><p>the signifi cance of the geometrical markings mistake them</p><p>for religious symbols or decorative carvings.[/sblock]</p><p></p><p>RELIGION[sblock]</p><p>Illithid religion differs from most theologies in that it lacks any</p><p>concern with the afterlife. Mind flayers know what becomes of</p><p>them when they die—they meld with the elder brain. Instead,</p><p>mind flayers revere a deity whose philosophies mirror their</p><p>own: that knowledge is the greatest commodity, darkness the</p><p>greatest illumination, the mind the greatest power, and illithids</p><p>the greatest race. They have such a deity in Ilsensine.</p><p></p><p>Ilsensine resides in the vast Caverns of Thought beneath the</p><p>surface of the Concordant Domain of the Outlands. It has no</p><p>physical body but manifests itself as cohesive thought in the</p><p>shape of a gigantic, pulsing brain. Ganglia of infi nite length</p><p>trail outward in all directions from its glowing shape and reach</p><p>to all corners of existence. Through these ganglia, Ilsensine</p><p>taps all the knowledge that is. It peers into the minds of the</p><p>greatest sages of all dimensions, saps fading memories from</p><p>the desiccating brains of dead wizards, and stares across space</p><p>and time itself to learn all there is to know. Of everything it</p><p>surveys, it judges the mind flayers as the most worthy of mortal</p><p>creatures.</p><p></p><p>Mind flayers do not worship Ilsensine in the same sense that </p><p>humans or elves worship their deities. They revere the god for its</p><p>gigantic, all- sensing mental capacity. To them, Ilsensine is the </p><p>ultimate form of what an elder brain aspires to be and might</p><p>become, in the fullness of uncountable eonsof growth. The</p><p>illithids envy its vast knowledge, which in practical terms appears</p><p>limitless. They entreat Ilsensine for favors and even supplicate it,</p><p>but their innate, overpowering egoism prevents any true “worship.”</p><p></p><p>The priesthood of Ilsensine is small and selective. Illithid</p><p>clerics live monastically, pursuing knowledge for its own sake and </p><p>engaging in experiments to develop new psionic powers. Through their</p><p>worship, they enlist the aid of all-sensing Ilsensine, who knows things</p><p>that are hidden even to the elder brains.</p><p></p><p>Mind flayer priests are not reviled the way wizards (and</p><p>especially sorcerers) are, but they don’t mix with illithid society.</p><p>They rarely leave their temples except when conducting</p><p>important ceremonies.</p><p></p><p>Taking a cue from Ilsensine, the clerics sometimes use</p><p>cranium rats (see page 167 of the Fiend Folio) as spies or to</p><p>convey messages across long distances. When Ilsensine needs</p><p>to intervene directly in material affairs, it most often sends its</p><p>proxy, Lugribossk.</p><p></p><p>Clerics of Ilsensine can choose from the Evil, Knowledge,</p><p>Law, Magic, or Mind domains. They rebuke undead.[/sblock]</p><p></p><p>RELATIONS WITH OTHER RACES[sblock]</p><p>Mind flayers have no friends. If an illithid treats a creature of</p><p>another race as an equal, it is pretending friendship. Other races </p><p>are useful when they bring information and trade goods.</p><p></p><p>Ultimately, illithids have only two ways of interacting with other</p><p>races: enslavement and consumption.</p><p></p><p>If an illithid treats a drow or a duergar respectfully (never </p><p>deferentially), it is doing so only to serve its own purposes.</p><p></p><p>Of all races, mind flayers have special enmity for githyanki and</p><p>githzerai. Both of these races hunt illithids. Mind flayers show </p><p>them no mercy and receive none in exchange.</p><p></p><p>The only creatures that illithids fear are undead, because they </p><p>have no minds to dominate. Undead cannot be psionically detected,</p><p>cannot be attacked with mind-affecting powers, and cannot be</p><p>slain by the removal of the brain—all characteristics that make </p><p>them peculiarly dangerous to mind flayers.</p><p></p><p>The Threat of the Gith</p><p>The githyanki and githzerai are implacable foes of both their</p><p>former illithid masters and of each other. The relationship</p><p>between these three races is one of millennia-long animosity</p><p>and violence.</p><p></p><p>In a very literal sense, the mind flayers created the githyanki</p><p>and githzerai. They are the ultimate result of generations of</p><p>selective breeding of illithid thralls. The base race from which</p><p>these two derived is unknown; gith progenitors might have</p><p>been brought to the distant past from the illithid empire</p><p>at time’s end, or they might have simply been a race of the</p><p>mundane world captured during the fi rst great mind flayer</p><p>incursion from the future. Even the gith do not know. In any</p><p>event, they are now suffi ciently removed from their origins</p><p>that the base stock is of interest only to historians.</p><p></p><p>The githyanki and githzerai are more similar than either</p><p>race ever admits. There can be no doubt that at some time, not</p><p>that long ago (in absolute terms), these two races were actually</p><p>one. The split actually occurred after the gith won their</p><p>freedom from the mind flayers. The schism that divided them</p><p>into two camps was philosophical and social, not racial. The</p><p>hatred that it spawned was so intense, and still runs so deep in</p><p>both societies, that they can’t coexist on the same plane. The</p><p>githyanki have chosen to live in drifting fortresses secreted</p><p>on the Astral Plane, while the githzerai hide their monasteries</p><p>in Limbo.</p><p></p><p>From these strongholds, both races foray to the Material</p><p>Plane to seek vengeance on the mind flayers. The githyanki are</p><p>primarily a race of warriors and wizards, while the githzerai</p><p>favor the monk and rogue classes. While it is clear to outsiders</p><p>how much these two groups could help each other, the thought</p><p>is anathema to them. If githzerai encounter githyanki, they</p><p>gleefully slaughter each other. Only the immediate opportunity</p><p>to slay their common foe causes them to stop fi ghting and</p><p>work together.</p><p></p><p>This animosity serves the mind flayers well. If the gith ever</p><p>were to unite, combining their unique strengths and their</p><p>vast knowledge of the planes, the future would look bleak for</p><p>mind flayers. Clearly it is in the illithids’ best interest to keep</p><p>their two most relentless foes at each others’ throats as long</p><p>as possible. Specifi cally, the mind flayers take steps to prevent</p><p>their enemies from becoming too numerous or too powerful.</p><p></p><p>They recruit spies among the githzerai and githyanki: members</p><p>of those races who, through blackmail or a desire for vengeance,</p><p>have turned against their own people. These agents not only</p><p>keep the mind flayers informed about their enemies’ plans,</p><p>but also continue to stir the coals of racial hatred, assuring</p><p>that the two races remain separate. The illithids, on the other</p><p>hand, are immune from such machinations, thanks to the</p><p>all-sensing elder brains. No spy could operate for long within</p><p>a mind flayer community without being uncovered, and the</p><p>punishment would be the simplest and most effective of all:</p><p>death without joining the elder brain.</p><p></p><p>Thralls</p><p>Illithid communities are filled with slaves or, more correctly,</p><p>thralls. Thralls do all menial work in illithid society. They are</p><p>the household servants, public workers, and draft animals.</p><p></p><p>They even fill the ranks of the mind flayer armies, where</p><p>their role is largely to serve as cannon fodder while powerful</p><p>illithids wreak havoc on the enemy with mind blasts and</p><p>mental domination.</p><p></p><p>Newly captured slaves are subjected to inspection and</p><p>disinfection, followed by constant psychic bombardment to</p><p>ensure that they become docile and willing thralls. Those</p><p>lucky few who managed to escape from thralldom describe</p><p>it as a waking nightmare. The slave is always aware of what</p><p>he is doing and is fi lled with revulsion at his deeds, but is</p><p>powerless to resist illithid commands. The hopelessness and</p><p>horror of this mental captivity bears down on the thrall as a</p><p>constant weight.</p><p></p><p>Many thralls are captured in raids, but not all. Some are</p><p>bred selectively for strength, docility, or even coloration or</p><p>height.</p><p></p><p>Few thralls die of natural causes. Most become meals for</p><p>their masters. Their usefulness doesn’t end at death, either.</p><p>The bodies (minus the brains, of course) are fed back to</p><p>other thralls.</p><p></p><p>In addition to the tasks they perform, thralls provide</p><p>another service to their masters. Illithids have a need to</p><p>dominate lesser creatures and take great pride in the quantity</p><p>and quality of their own personal thralls. An illithid with an</p><p>especially valuable or exotic thrall enjoys great prestige among</p><p>its peers, while an illithid without thralls is considered weak</p><p>and incompetent.[/sblock]</p><p></p><p>MIND FLAYER GOALS[sblock]</p><p>Mind flayer society is unique in that illithids know their</p><p>destiny is to dominate the universe. Illithids are not foolish</p><p>enough to believe that the future cannot be changed, however,</p><p>so they are not complacent. They know that the githyanki and</p><p>githzerai in particular might inadvertently alter the future by</p><p>destroying the illithid race.</p><p></p><p>Elder brains excel at seeing the big picture. They take a long</p><p>view that exceeds most races’ lifetimes. Their active schemes</p><p>might involve plans that won’t reach fruition for decades or</p><p>centuries. This sort of long-range planning makes it nearly</p><p>impossible for outsiders to deduce what a group of mind flayers</p><p>is planning. Sometimes, the mind flayers themselves don’t</p><p>entirely understand why the elder brain instructs them to do</p><p>certain things.</p><p></p><p>In the short term, though, mind flayers work toward a few</p><p>recognizable goals.</p><p>They oppose and kill githyanki and githzerai wherever and</p><p>whenever they locate them.</p><p></p><p>They establish links to nonillithids who can be of service</p><p>to them while scouting others as potential targets for raids.</p><p>They seek to maintain a steady inf lux of brains for</p><p>nourishment.</p><p></p><p>They expand their knowledge in every area. Only through</p><p>knowledge can they make accurate predictions about the</p><p>future.</p><p></p><p>They seek to undermine burgeoning empires on the surface.</p><p>Illithids don’t see surface empires as direct threats to their</p><p>eventual rise. Rather, they interfere with growing empires</p><p>experimentally. In this, the whole surface world is their</p><p>laboratory. By meddling in surface politics to bring about</p><p>governmental collapse, mind flayers hope to learn what pitfalls</p><p>to guard against when erecting their own empire.</p><p></p><p>The longest-range and most ambitious plan of all is to find a</p><p>means of extinguishing the sun. Mind flayers aren’t harmed by</p><p>sunlight, but they hate it and avoid it at all costs. If the world</p><p>could be plunged into darkness, the illithids could expand</p><p>from their subterranean lairs onto the surface, where all the</p><p>best brains are to be found.</p><p></p><p>THE FLOW OF FRESH BRAINS</p><p>The peculiar dietary needs of the illithids generate a signifi cant</p><p>barrier to maintaining ties with other races. Falling into the</p><p>clutches of the mind flayers ensures a horrendous fate. No</p><p>matter how the mind flayers encourage necessary trade with</p><p>other races, no one should ever forget that illithids must devour</p><p>brains directly from the skulls of living victims to survive.</p><p>How do they maintain a sufficient supply?</p><p></p><p>A mind flayer must have a minimum of one fresh brain per</p><p>month. Any less than that and it suffers physical debilitation,</p><p>becoming so weak that it could die. Its ideal diet is one brain</p><p>per week. A mind flayer that consumes one brain a week does</p><p>not feel deprived. It can eat more than that for enjoyment and</p><p>for the psychic boost, and it will if brains are plentiful.</p><p></p><p>Typically, mind flayers consume somewhere between the</p><p>minimum of one brain per month and the ideal of one brain per</p><p>week, averaging one brain every two weeks and supplementing</p><p>their diet with other foods. This doesn’t sound like much,</p><p>but consider the effect of a community of one hundred mind</p><p>flayers. To maintain their health, they need fi fty brains a week,</p><p>or 2,600 brains a year. Maintaining that supply is the most</p><p>important and diffi cult task facing an illithid community.</p><p></p><p>The need for consumable brains is the chief reason why</p><p>mind flayer communities tend to be small. Large communities</p><p>(one hundred or more illithids) are rare. Cities of up to two</p><p>thousand are even more so. They are so rare, in fact, that sages</p><p>consider them fables.</p><p></p><p>To maintain their diet, mind flayers rely on three methods:</p><p>breeding their own supply, taking the brains of intruders, and</p><p>brain raids.</p><p></p><p>Breeding Their Own Supply</p><p>Illithids maintain large stocks of thralls, and few die natural</p><p>deaths. The mind flayers’ needs cannot be met entirely through</p><p>stocks of slaves, however. The races that produce desirable</p><p>brains mature too slowly to be effi cient livestock. Using</p><p>humans as an example, and assuming that a human brain</p><p>reaches “ripeness” at the age of twenty, each illithid would</p><p>need more than 250 slaves just to assure its own minimum</p><p>food supply. Even a small outpost of twenty illithids would</p><p>need fi ve thousand human slaves in its feed lots, and a third</p><p>to a half of them would be too young for heavy work. For a</p><p>healthier diet, that number doubles, and it quadruples for an</p><p>ideal diet. The logistics behind such a massive program make</p><p>it impossible.</p><p></p><p>Other races mature faster than humans. Goblins, orcs, and</p><p>grimlocks, for example, reach consumable age in one-half to</p><p>two-thirds of the time it takes a human . . . but they are not</p><p>nearly as desirable as food.</p><p></p><p>Besides the logistic issues, the brains of lifelong thralls</p><p>are less satisfying to mind flayers than the brains of free</p><p>individuals. A thrall has few true experiences to remember</p><p>and even fewer emotions, which are the “meat and potatoes”</p><p>of a nourishing, fulfi lling mind.</p><p></p><p>Preying on Intruders</p><p>The second method for maintaining a supply of brains</p><p>involves pouncing on intruders that wander too near illithid</p><p>strongholds: roving monsters, imprudent traders, and, best</p><p>of all, adventure-seeking heroes. While the active, experience-</p><p>and magic-fi lled minds of adventurers are considered</p><p>among the tastiest of all, they are few and far between.</p><p></p><p>Harvesting such brains involves considerably more than</p><p>an average level of danger. Wizards and paladins who come</p><p>armed with potent spells and magical weapons put up a</p><p>strong fi ght. The greatest drawback to this method is that</p><p>intrusions occur too infrequently to be more than a happy</p><p>surprise for mind flayers.</p><p></p><p>Brain Raids</p><p>The third—and only reliable—solution for illithids is to capture</p><p>the brains they need through constant, aggressive raids.</p><p>Brain raids can be far-ranging, since illithids prefer not</p><p>to depopulate their immediate vicinity. They prey on both</p><p>the subterranean and sunlit worlds. Below ground, their</p><p>favored targets are drow, kuo-toas, duergar, deep dwarves,</p><p>deep halfl ings, and derro (chiefl y because of their delusions</p><p>of grandeur, which lend their brains a pleasing tanginess).</p><p></p><p>Goblins, hobgoblins, and grimlocks are consumed when</p><p>necessary, and sometimes become staple foods, but they are</p><p>not highly rated due to their mundane intelligence and lack of</p><p>imagination. Creatures such as umber hulks and xorns become</p><p>illithid food from time to time, but more for their exotic nature</p><p>than anything else. Illithids avoid eating troglodytes in all but</p><p>life-or-death emergencies.</p><p></p><p>The surface, with its wealth of warm-blooded humanoid</p><p>races, provides better hunting. Humans, halfl ings, elves,</p><p>and dwarves are the most prized. Orcs, goblins, ogres, and</p><p>hobgoblins that live on the surface are regarded more highly</p><p>than their subterranean cousins. Sprites, nymphs, satyrs, and</p><p>other faerie creatures are hard-to-catch delicacies.</p><p></p><p>Raids come in two varieties, distinguished by whether</p><p>the goal is food or captives. Food raids are easy to organize</p><p>and short in duration. A few mind flayers marshal their</p><p>psychoportive powers to teleport or travel astrally to a target</p><p>location. Once there, they either set up an ambush or burst in</p><p>upon their victims for maximum surprise. After feeding, they</p><p>return home and the raid is over.</p><p></p><p>Such raids have wiped out entire villages over the course of</p><p>months when several mind flayers decide to return repeatedly</p><p>to the same location to feed. Ten mind flayers, each taking a</p><p>victim a week, kill one hundred and thirty people in a single</p><p>season. Because they almost always take the strongest first, a</p><p>village’s ability to resist (typically inadequate to begin with)</p><p>can be wiped out before the inhabitants even understand what’s</p><p>attacking them. Once the leaders and strongest warriors are</p><p>gone, those who don’t flee to safer havens live only until a</p><p>raiding illithid tracks them down.</p><p></p><p>Mind flayers are careful to cover their tracks. They don’t</p><p>leave bodies lying about with emptied skulls to testify to the</p><p>identity of the attackers. A town under this kind of mind</p><p>flayer attack simply experiences mysterious disappearances.</p><p>Knowledgeable hunters of illithids can estimate the number</p><p>of illithids involved by counting the disappearances in a week,</p><p>assuming that all the missing are reported (which might not</p><p>be the case in a city or large town).</p><p></p><p>From the raiders’ perspective, raids for captives prove much</p><p>more complex and require a great deal of logistical planning.</p><p></p><p>The chief problems include the difficulty of transporting</p><p>thralls to the site of the raid (since thralls are needed to round</p><p>up and manage the captives), and the means of bringing the</p><p>captives back to the mind flayers’ home without suffering</p><p>reprisal attacks.</p><p></p><p>These tasks are typically beyond the mind flayers’ psychic</p><p>capability. Too many people are involved. For a raid projected</p><p>to capture one hundred able-bodied adults, mind flayers would</p><p>want to bring along at least twenty thralls, and possibly as</p><p>many as fi fty if resistance is expected. For a raid targeted at a</p><p>town 200 miles from the illithids’ home base, a sizable caravan</p><p>must travel undetected to the raid site and then home again</p><p>with unwilling captives in tow. On the outward journey, the</p><p>target could be reached in four days, but the return journey</p><p>involves much greater danger. The captives are driven hard</p><p>to cover 30 or 40 miles a day. To keep the caravan light, they</p><p>are fed very little. Many die of exhaustion, exposure, or grief</p><p>along the way. A hundred-captive caravan racing 200 miles to</p><p>safety might expect to lose as many as half its captives by the</p><p>time it reaches its destination.</p><p></p><p>Such an undertaking carried out on the surface and through</p><p>inevitable cycles of day and night exposes mind flayers to much</p><p>greater danger than they are willing to accept. To reduce the</p><p>danger, they seldom travel with the captives. Herding is left</p><p>in the hands of conditioned thralls. The illithids use psionic</p><p>or magical means to travel instantly and safely. They might</p><p>check on the caravan nightly, when they feel more secure on</p><p>the surface. Otherwise, they are unlikely to be found in the</p><p>company of a slave caravan.</p><p></p><p>To improve the odds of bringing in a large batch of slaves</p><p>effi ciently, raiders travel below ground as much as possible.</p><p></p><p>Twisting caverns beneath the surface are more extensive than</p><p>most surface dwellers realize. By planning their raids carefully</p><p>and undertaking some judicious engineering, mind flayers</p><p>can restrict the distance their raiders need to travel on the</p><p>surface to a few miles. Emerging from natural or thrall-dug</p><p>cave openings, the thrall warriors and their illithid overlords</p><p>strike a village in the darkness, slaughter indiscriminately</p><p>to spread terror and subdue the survivors, round up the best</p><p>men and women, and, with a hard push, are back underground</p><p>again before the sun comes up. To militias and feudal leaders</p><p>unfamiliar with mind flayers and their tactics, such a raid</p><p>appears as a terrifying and inexplicable incident.</p><p></p><p>By sticking to meandering, subterranean pathways, the</p><p>raiders might lengthen their journey by a hundred miles or</p><p>more. The added travel time is well worth it for the greater</p><p>security and chance of success that it provides. If pursuers</p><p>follow the captives into the underground, they must deal with</p><p>mind flayers on the illithids’ own terms—never an attractive</p><p>proposition.</p><p></p><p>EXPANDING KNOWLEDGE</p><p>Mind flayers gather knowledge in four ways: They purchase it</p><p>from traveling merchants, steal it directly from the minds of</p><p>traveling merchants, absorb it from the brains of their victims,</p><p>or read it from the minds of their captives. None of these</p><p>methods are ever used in isolation. More than any other race,</p><p>mind flayers are aware of the ways in which faulty perception</p><p>and personal interpretation can distort facts. They always seek</p><p>to verify important information with multiple sources.</p><p></p><p>Mind flayers are most interested in news about happenings</p><p>on the surface of the world, what the drow are plotting, anything</p><p>having to do with githyanki or githzerai, news involving</p><p>their own activities, and important astrological or magical</p><p>discoveries. They are interested in everything else, too, but</p><p>these subjects command their attention.</p><p></p><p>INTERFERING IN POLITICS</p><p>Few surface dwellers understand how and why mind flayers</p><p>involve themselves in the affairs of surface realms. Most would</p><p>be even more surprised to learn that the illithid infl uence is not</p><p>entirely negative. Mind flayers have been known to intervene</p><p>to prop up failing governments or aid weaker societies against</p><p>encroachment or invasion by someone stronger. Of course,</p><p>it’s impossible to aid one society in that way without acting</p><p>at another society’s expense, so “positive infl uence” depends</p><p>on the point of view. If a society is plunged into anarchy and</p><p>desolation to allow another to expand, the interference that</p><p>brought about that change of fortune can hardly be considered</p><p>positive.</p><p></p><p>Mind flayers find it surprisingly easy to influence surface</p><p>politics, using their tremendous psionic ability to read and</p><p>implant thoughts. Their machinations are always behind the</p><p>scenes. They alter the mind of a king or queen directly when</p><p>that sovereign is strong, or they work through the minds</p><p>of advisers and sages when a monarch is weak-willed. The</p><p>reverse experiment is also a worthy exercise: infl uencing a</p><p>strong-willed monarch through his councilors, and adding</p><p>decisiveness and purpose to weak rulers.</p><p></p><p>The extent of this manipulation is impossible for surface</p><p>dwellers to judge. Few ever become aware of it, and they are</p><p>seldom in a position to do anything about it. In cases where a</p><p>seemingly healthy monarch or noble abruptly begins acting</p><p>in a way irreconcilable from his or her established beliefs, the</p><p>possible cause might lie beyond senility, madness, or demonic</p><p>possession. A wise court wizard would do well to guard his</p><p>sovereign against mental manipulation.</p><p></p><p>Contrary to what some believe, illithid motivation for meddling</p><p>in surface politics does not involve creating chaos or</p><p>instability for its own sake; that is mainly a side benefit, from</p><p>their perspective. In truth, the elder brains seek to understand</p><p>the dynamics of the rise and fall of kingdoms, empires, and</p><p>civilizations. The history of their own, original rise from</p><p>obscurity to universal domination is lost to them—they don’t</p><p>know how they did it the fi rst time. Now that they have been</p><p>given a second opportunity, they intend to maximize their</p><p>chances of doing it right and making it last forever. To that end,</p><p>they want to explore every pitfall, every catastrophic decision,</p><p>and every nuance of rule, warfare, diplomacy, and governance</p><p>through surface proxies.</p><p></p><p>EXTINGUISHING THE SUN</p><p>The idea that the mind flayers are destined to one day rule</p><p>the universe is alarming enough. Even more horrifying is</p><p>the thought that they might fi rst reshape the universe to</p><p>make it more amenable to their purposes and to hasten their</p><p>ascendance.</p><p></p><p>Their peers might consider them insane, but a few elder</p><p>brains actively work toward the goal of putting out the sun.</p><p></p><p>They draw their inspiration from the massive psychic detonation</p><p>that hurled the remnants of their civilization backward</p><p>through eons of time. If concentrated, focused psionics could</p><p>accomplish that, they reason, why couldn’t it accomplish</p><p>something else just as cataclysmic?</p><p></p><p>Rational minds counter that while the jump back in time</p><p>was necessary, it was also drastic beyond measure, could easily</p><p>have failed with catastrophic results, and left such destruction</p><p>in its wake that centuries would be needed before the surviving</p><p>mind flayers were able to establish their dominance again.</p><p></p><p>In other words, the risks outweigh the potential gain, since</p><p>the sun and other stars will burn out on their own without</p><p>aid from the mind flayers. All that’s needed to bring about</p><p>universal darkness is patience.</p><p></p><p>Because this plot finds little acceptance among the wider</p><p>illithid community, elder brains that pursue it do so quietly.</p><p></p><p>In some cases, they keep their agenda hidden even from the</p><p>mind flayers that serve them. Only a few of the most fanatical</p><p>societies work openly for this goal. Most mind flayers acknowledge</p><p>that it would be a tremendous accomplishment, but they</p><p>simply believe that it cannot be done.</p><p></p><p>As a counterpoint, some illithids believe it would be more</p><p>realistic to fi nd ways for their race to exist comfortably and</p><p>function effectively in daylight. This type of practical thinking</p><p>enjoys greater acceptance among mind flayers, even though</p><p>most cannot imagine living in the light without protective</p><p>gear. Being immersed in sunlight is nearly as horrifying to an</p><p>illithid as is the thought of drowning in blood to a human.[/sblock]</p><p></p><p>LAGURNO, ILLITHID SEPT (The PC's Home)[sblock]</p><p>Lagurno is a typical mind flayer community. The description</p><p>below covers details of this specific sept (hidden city) as well</p><p>as general characteristics of other illithid communities.</p><p></p><p>Lagurno consists of two distinct sections: Upper Lagurno,</p><p>the duergar village that most visitors encounter first, and</p><p>Hidden Lagurno, which lies almost 200 feet below, linked</p><p>by spiraling secret ramps. The duergar village is home to the</p><p>mind flayers’ thralls. It also serves as a red herring to throw</p><p>off anyone searching for evidence of the illithids’ presence.</p><p></p><p>APPROACHING THE CITY</p><p>Mind flayer communities place a high premium on stout</p><p>defenses. Illithids have few friends and many enemies who</p><p>would go to great lengths to destroy a mind flayer town or kill</p><p>an elder brain. Lagurno is no exception to this rule, and the</p><p>illithids of the community vigilantly maintain their defenses</p><p>against attack.</p><p></p><p>Thrall Patrols</p><p>Illithids regularly patrol the tunnels and passages leading to</p><p>Lagurno. Mind flayers frequently lead these patrols, but if they</p><p>determine that they need to conceal their presence for a time,</p><p>they dispatch patrols consisting of nothing but dominated</p><p>thralls, counting on the power of their mental abilities to hold</p><p>the thralls to their exacting orders.</p><p></p><p>Urophions</p><p>The passages in the immediate vicinity of Lagurno are guarded</p><p>by urophions, horrible illithid ropers. Urophions lay their</p><p>ambushes in areas where passages become narrow, twisting,</p><p>and rough, with mazelike side passages winding into darkness.</p><p></p><p>The correct path might be easy enough to follow by the signs of</p><p>passage on the stone floor, but the constricted tunnels heavily</p><p>favor the urophions.</p><p></p><p>About half the time, a urophion operates in solitude. The</p><p>rest of the time, two or more urophions work in concert. These</p><p>groups are much more dangerous. They allow intruders to</p><p>move past the first urophions; the last one springs the ambush,</p><p>then the others seal off the route of escape.</p><p></p><p>Inquisitions</p><p>If the mind flayers of Lagurno become aware of an intrusion into</p><p>their hidden city, as opposed to adventurers bumbling around in</p><p>the passages around the thrall village, they quickly and efficiently</p><p>organize inquisitions to hunt down and destroy the intruders.</p><p></p><p>The Final Defense</p><p>The last line of defense for the community is the elder brain</p><p>itself. The elder brain constantly scans passages and tunnels</p><p>in and surrounding the city with its divination magic, looking</p><p>for any living, thinking creatures. If it finds sentient beings</p><p>that it cannot recognize or identify, it mobilizes active defenses</p><p>against the intruders.</p><p></p><p>As long as intruders remain outside the elder brain’s zone</p><p>of telepathic awareness (more than 350 feet from the brain, in</p><p>other words), standard defenses against scrying magic should</p><p>serve to conceal them from its searching mind. The elder brain</p><p>is an exceptionally potent psion, and its divinations are powerful</p><p>enough to shatter simple defenses such as nondetection.</p><p></p><p>Within the elder brain’s zone of telepathic awareness, there</p><p>are few ways to avoid being detected. Standard defenses against</p><p>clairvoyance and clairsentience don’t work because the elder brain</p><p>doesn’t search for visual or audio clues; it scans for thought.</p><p>The only effective defense is one that shields a character’s</p><p>thoughts from any sort of detection, not just mind reading.</p><p></p><p>UPPER LAGURNO</p><p>Upper Lagurno appears as a normal duergar village in most</p><p>respects. Huts of stone with moss roofs crowd the center of</p><p>town. On the lower side, a collecting pool stores water that</p><p>drips from overhanging stalactites. Animals are penned or kept</p><p>in sunken pits. Mushrooms grow abundantly in side caverns.</p><p></p><p>In other words, nothing readily apparent about the village</p><p>alerts anyone that it’s more than meets the eye.</p><p></p><p>Almost every illithid community uses its thralls as a form</p><p>of camoufl age. Because the mind flayers rarely linger in the</p><p>thrall village without good reason, travelers logically assume</p><p>that the duergar (in this case) are the masters of the place.</p><p></p><p>The entrance to the illithids’ deeper lair might be hidden</p><p>inside a home, a temple, a well, a protected cave, or another</p><p>secret location. It is designed to blend into the site and not</p><p>stand out or attract attention as an unusual structure. It</p><p>won’t necessarily be the biggest, cleanest, strongest, or </p><p>bestprotected edifice in the village. The entry point to the mind</p><p>flayer community proper is always guarded (from the inner</p><p>side) by illithids that visually inspect and mentally scan</p><p>everyone seeking entrance. Three illithids remain on hand</p><p>to perform this vital service at the entry point to Hidden</p><p>Lagurno at all times. The job rotates among members of the</p><p>community, and they consider it a high honor to perform</p><p>the duty well.</p><p></p><p>All the duergar in the village of Lagurno are thralls. The</p><p>population of the village is about 300, including 125 adult</p><p>males, 105 adult females, and 70 juveniles.</p><p></p><p>HIDDEN LAGURNO</p><p>Below Upper Lagurno lies the mind flayer sept known as</p><p>Hidden Lagurno. Few nonillithids who set foot in the spiraling</p><p>tunnels descending to Hidden Lagurno leave it again—except</p><p>as mind-dominated thralls.</p><p></p><p>Hidden Lagurno is virtually lightless. The mind flayers need</p><p>no illumination, and they hate its presence. The only lighting is</p><p>for the benefit of thralls, and it’s very dim in areas frequented</p><p>by mind flayers.</p><p></p><p>Those with the ability to see the mind flayers’ architecture</p><p>discern dripping walls carved in twisting, writhing patterns</p><p>reminiscent of tentacles twining around themselves. Moisture</p><p>glistens everywhere. Thralls shuffle listlessly here and there,</p><p>apparently carrying out errands but with no sense of urgency.</p><p></p><p>Silence reigns.</p><p></p><p>Upper levels of structures are accessible by ramps and stairs,</p><p>even though not all illithids need them. Sprinkled about</p><p>the area seemingly at random are stocks built to restrain a</p><p>humanoid creature by clamping down on its neck and wrists. </p><p></p><p>Observers might realize with some horror that these are the </p><p>mind flayer equivalent of dining tables.</p><p></p><p>Although a small community (Lagurno houses only a few hundred </p><p>illithids and about three times that many thralls, who live in the</p><p>upper village), Lagurno covers a large area. Passageways are broad and</p><p>seem to stretch for needlessly long distances between areas. </p><p></p><p>Mind flayers like to have a lot of personal space. They enjoy solitude </p><p>where they can be alone with only their thoughts and the elder brain’s </p><p>omnipresence.</p><p></p><p>The vast hallways provide them with solitude in their self-imposed confinement</p><p>below ground.</p><p></p><p>Central Plaza</p><p>Illithid communities organize around a central plaza. It’s not known if this</p><p>has always been so or if it’s an outgrowth of their current subterranean</p><p>existence.</p><p></p><p>The central plaza is large by subterranean standards, but despite the </p><p>opulence, an air of ancient decadence hangs over the scene, heightened </p><p>by the forms of illithids moving silently or conversing wordlessly, </p><p>their tentacles writhing in a sickening dance.</p><p></p><p>The main feature of the plaza is a great fountain surrounded</p><p>by a pool. Smaller fountains and pools are arranged symmetrically</p><p>around the primary fountain. Some of these serve as baths for illithids </p><p>to keep themselves clean and their skin moist. Others, especially fountains </p><p>with wide sprays, primarily function to keep humidity high in the cavern.</p><p></p><p>The walls and pillars of the chamber are carved so that they</p><p>seem to undulate beneath their glistening layer of dampness.</p><p>Ramps circle the walls, leading up to doorways and overhanging</p><p>balconies.</p><p></p><p>The walls of this spacious chamber are honeycombed with</p><p>the illithids’ individual dwellings. Every illithid, even the</p><p>very youngest, has its own living space. The size and location</p><p>of each space varies according to status. Living spaces at</p><p>ground level are reserved for the most esteemed: community</p><p>leaders, favorites of the elder brain, the most powerful psions</p><p>and wizards, great hunters, and even popular performance</p><p>eaters. As the living spaces rise above the level of the plaza,</p><p>they become smaller, less intricate, and less prestigious.</p><p></p><p>Top-level spaces are small, roughly excavated, and meant</p><p>for young illithids. Ironically, the highest spaces go to those</p><p>least capable of reaching them, and the lowest to those that</p><p>don’t truly need their convenience. This is the elder brain’s</p><p>concept of motivation.</p><p></p><p>Balconies and walkways all around the walls of the plaza</p><p>connect by spiraling ramps, but illithids with the power to</p><p>levitate float majestically to the levels of their living spaces.</p><p></p><p>To an outside observer (assuming he could see anything in</p><p>the gloom), an illithid plaza is unnerving not only because</p><p>of its alien, organic-seeming architecture, but because of its</p><p>unearthly silence. Mind flayers in flowing robes walk slowly</p><p>along the ramps or float telekinetically from level to level while</p><p>others drift languorously in dark, indifferent pools of steaming</p><p>liquid, all in near-complete silence. Only the splashing of the</p><p>fountains and the occasional grunt or scream of a thrall being</p><p>punished—or devoured—breaks the hush.</p><p></p><p>At any given time, about twenty mind flayers mill about in</p><p>this plaza, with thirty more in their living spaces. Approximately</p><p>the same number of thralls attends them. While thralls are scarce </p><p>in many parts of Hidden Lagurno, they outnumber illithids in the </p><p>plaza because common thrall errands (carrying messages, stonework, </p><p>menial labor, and meal service) bring them here.</p><p></p><p>Fresh Capture Pit</p><p>From time to time, large numbers of captives are brought en</p><p>masse to an illithid stronghold. The spells and psionic abilities</p><p>that transform a captive into a thrall include difficult, high-level</p><p>powers. Enthralling fifty or more captives is a time-consuming</p><p>process; it could take weeks before all are broken.</p><p></p><p>While their wills are still free, captives are confined in a</p><p>pit about 20 feet deep and 100 feet wide with smooth, vertical</p><p>sides slick from condensation. The only way in or out is to be</p><p>raised or lowered telekinetically or, if a suitably powerful mind</p><p>flayer is not available to perform the telekinesis, by a winch</p><p>operated by thralls.</p><p></p><p>In Hidden Lagurno, the duergar, drow, and grimlocks</p><p>confined to the pit live a truly wretched existence: filthy, half</p><p>starved, and sometimes packed in so tightly that there is no</p><p>room to lie down or even sit comfortably. They mill about</p><p>weakly or lie in the filth covering the fl oor. They find release</p><p>from the pit only if selected for enthrallment, experimentation,</p><p>ceremorphosis, to become a meal, or for some other twisted</p><p>illithid purpose. The greatest number remains in the pit until</p><p>they are eventually eaten. Depending on the kind of creatures</p><p>trapped, lethal battles and even cannibalism occur, especially</p><p>when the supplied food and water are insufficient.</p><p></p><p>The pit in Hidden Lagurno can accommodate two hundred</p><p>captives without being stacked to capacity, or three times that</p><p>number if they are packed in tightly. On a day-to-day basis, the</p><p>typical occupancy reaches one hundred to one hundred and fifty </p><p>captives.</p><p></p><p>Thrall Barracks</p><p>Most of the duergar live in Upper Lagurno, serving as camoufl</p><p>age for the mind flayer settlement beneath. The mind</p><p>flayers of Hidden Lagurno also retain a number of other</p><p>useful thralls—large, powerful monsters such as ogres, trolls,</p><p>minotaurs, or even giants that serve as the city’s elite defenders.</p><p></p><p>The sudden appearance of disparate groups of monsters</p><p>cooperating together could be a clue to the presence of mind</p><p>flayers in an area.</p><p></p><p>The thrall barracks are much cleaner and more comfortable</p><p>than the capture pit. Thralls who have been broken to</p><p>mind flayer rule are assets, and it’s not efficient to treat them</p><p>so badly that they can’t work at full strength. Small, doorless</p><p>sleeping-cells and silent dormitories comprise most of the</p><p>thrall barracks, which remain quiet and orderly despite the</p><p>number of potentially hostile creatures forced to live in such</p><p>close quarters.</p><p></p><p>Hidden Lagurno’s thrall barracks are home to about one</p><p>hundred and fifty thralls of various races, including a hundred</p><p>humanoids (mostly duergar, grimlocks, orcs, and a few luckless</p><p>humans) and forty giants (mostly ogres, trolls, and a few ettins</p><p>and hill giants). Minotaurs and rarer monsters make up the</p><p>rest of the thralls here.</p><p></p><p>To be fully effective, new thralls need to adjust physically</p><p>to their enslavement. Thralls might be assigned tasks by the</p><p>mind flayers that they had no previous training for—as miners,</p><p>valets, cooks, or warriors. Some are instructed in the fine points</p><p>of acting as a mind flayer’s personal servant. Others learn to</p><p>handle a stone drill and mallet, practice fighting with dulled</p><p>weapons, or are simply taught to receive punishment without</p><p>crying out.</p><p></p><p>Illithids place very little value on the life of any individual</p><p>thrall, but they abhor wastefulness. A thrall that kills itself</p><p>and possibly others by causing a tunnel under construction to</p><p>collapse has wasted not only its own life (a demonstrably useful</p><p>commodity) but also the lives of other trained thralls and the</p><p>time needed to redo the work. Consequently, the barracks</p><p>include large classrooms and training pits, where new thralls</p><p>train for the work they are destined to perform as slaves. In</p><p>some cases, thralls are brought back for retraining if they prove</p><p>unsuitable for their assigned work because of advancing age,</p><p>physical infirmity, injury, or a rebellious temperament (though</p><p>thralls in this last category more often than not end up on the</p><p>menu). The mind flayers have developed a highly effective</p><p>program of rewards and punishments to spur training. By the</p><p>time a thrall completes its indoctrination, it is docile, ready to</p><p>work, and eager to please. Older thralls carry out most of the</p><p>instruction, under the supervision of five mind flayers.</p><p></p><p>Bazaar</p><p>When goods are brought in from outside, they are “sold” in</p><p>the bazaar. Here mind flayers purchase fine cloth or tailored</p><p>clothing, meat and other food besides brains, psionic or (rarely)</p><p>magic items, books, furniture, and all the other necessities of</p><p>daily life and study as a mind flayer.</p><p></p><p>This area is instantly recognizable as a market. Tables bearing</p><p>goods of every variety line the chamber in orderly rows. Merchants</p><p>with wares to sell haggle soundlessly with customers</p><p>over goods and services. The “merchants” are duergar thralls</p><p>who purchase goods from outside vendors in Upper Lagurno.</p><p></p><p>Merchants of other races are not brought into Hidden Lagurno,</p><p>except as thralls.</p><p></p><p>Despite their alien nature, mind flayers carry on the business</p><p>of buying and selling in a familiar way. The chief difference is</p><p>that mind flayer communities operate without money. Their</p><p>economy is based on a complex system of barter for services,</p><p>favors, or training. Cheating and fraud are impossible because</p><p>the elder brain makes note of every transaction and enforces</p><p>the system. It’s not uncommon for a mind flayer to owe dozens</p><p>of debts and be owed just as many in return, with no doubt</p><p>that all will be paid.</p><p></p><p>Although they have no need for money, some illithids do</p><p>accumulate gold, silver, and other forms of treasure for its</p><p>beauty, for its usefulness in procuring objects from other</p><p>races, or because of an innate desire to hoard. This acquisitive</p><p>behavior is not considered aberrant unless it becomes obsessive.</p><p></p><p>Performance Eating Arena</p><p>This chamber forms a stadium. A stage occupies the lowest,</p><p>central spot, with stone benches arranged in a semicircle above</p><p>it. The stage features a wooden stock shaped like a small table</p><p>with a hole in the center. The tabletop is hinged so that it can</p><p>be opened like horizontal stocks and then clamped around a</p><p>person’s neck, with the trapped person facing the audience.</p><p></p><p>Illithids need one brain per month to meet their minimum</p><p>physiological needs for survival. Many eat more than that,</p><p>depending on their status within the community and their</p><p>personal success at hunting. Even the most compulsive brain</p><p>gourmand is restrained by the need to protect the community’s</p><p>whereabouts and by the elder brain’s commanding presence.</p><p></p><p>The fact that mind flayers can exercise control in their</p><p>appetites does not lessen their hunger for more brains. They</p><p>have arrived at a peculiar solution to this problem: performance</p><p>eating.</p><p></p><p>Illithid performance eaters train to extract every possible</p><p>nuance from the eating experience. They give careful consideration</p><p>to how the victim is fed and treated prior to the performance, </p><p>how it is restrained during the performance, and the physical </p><p>process of extracting and consuming the brain. This exquisite </p><p>culinary event is shared with the audience through telepathic means, </p><p>so that every illithid in attendance experiences the meal as if it </p><p>were the one eating the brain.</p><p></p><p>Adventurers captured by illithids often suffer this fate. Their</p><p>unusually active, exploit-filled minds are widely acknowledged</p><p>as the most delightful to illithid senses. Further, free minds</p><p>that have never been enthralled are considered superior to</p><p>those of slaves. Through performance eating, every mind flayer</p><p>in the community can experience the thrill of eating such a</p><p>fine brain.</p><p></p><p>Much of the time, this auditorium is empty. Eating performances</p><p>occur several times a week, but most are small events</p><p>with only a dozen or so mind flayers in attendance. Large,</p><p>multimeal special events that draw most of the community</p><p>occur perhaps once every two weeks.</p><p></p><p>The hall also hosts other activities including lectures,</p><p>demonstrations, debates, and even theatrical performances.</p><p></p><p>Sometimes thralls are forced to perform classical plays.</p><p></p><p>Laboratories and Workshops</p><p>These rooms could be the well-stocked labs of any college of</p><p>wizards or alchemists. They are filled with books and scrolls,</p><p>bubbling beakers, complex mechanical apparatuses in varying</p><p>stages of completion, and cadavers and body parts that appear</p><p>to be the objects of study.</p><p></p><p>Mind flayers are curious; it is one of their few admirable qualities.</p><p>When they turn their powerful intellects to a problem,</p><p>they investigate all potential channels for solving it—psionic,</p><p>magical, and scientific. Illithids can be found working on any</p><p>number of devices in their labs, some of which would horrify</p><p>any nonillithid investigator. On a typical day, ten illithids</p><p>occupy the labs, along with fifteen thrall servants and another</p><p>ten to twenty thralls being used as test subjects.</p><p></p><p>Nutrient Vats</p><p>Dozens of stone vats, each the size of a large laundry tub, dot</p><p>the floor of this chamber. Occasionally, a bubble rises slowly</p><p>to the surface of one of these steaming pots, struggling to</p><p>burst through the skin that forms atop the fluid and befoul</p><p>the air. The floors and walls are streaked with dark stains. A</p><p>dozen thralls wearing masks stir the fetid tanks or add matter</p><p>to the stew.</p><p></p><p>Mind flayers derive vital psychic and physiological sustenance</p><p>from consuming brains, but their bodies also need</p><p>larger quantities of “normal” nutrition to survive. Some of this</p><p>comes in the form of meat no different from what a human or</p><p>dwarf would eat. Most of it is ingested in the form of a nutrient</p><p>soup fermented in these vats. Proteins in many forms are</p><p>added to the tanks, then siphoned off for consumption when</p><p>“ripe.” Mind flayers derive pleasure only from eating brains.</p><p></p><p>All other consumption serves to keep the body functioning</p><p>and healthy but it is not a source of enjoyment.</p><p></p><p>Temple of Ilsensine</p><p>The far end of this long, gently curving hall features an idol of</p><p>a massive, disembodied, floating brain trailing long ganglia.</p><p></p><p>The stone tendrils twine across the floor in confused knots</p><p>before separating at regular intervals into rising columns that</p><p>seem to writhe toward the ceiling. Braziers of incense fill the</p><p>air with a scent of spices so cloying it overwhelms the lungs</p><p>and stings the eyes.</p><p></p><p>This carved image of Ilsensine is believed by mind flayers</p><p>to be a very good likeness and approximately life-size. Since</p><p>illithids don’t truly worship the deity, they wander in only as</p><p>the mood strikes them to make sacrifices or request boons.</p><p></p><p>Chambers attached to the central temple house the five</p><p>clerics and seven acolytes that serve the god. These clerical</p><p>mind flayers seldom leave the temple sector. On rare occasions,</p><p>they conduct processions through the central plaza or to extract </p><p>their pick of the thralls and captives from the pit for unknown </p><p>purposes. Sometimes they move silently through the community on </p><p>unknown errands. Their purposes and accomplishments are not well </p><p>understood by other mind flayers, but the elder brain sanctions </p><p>everything they do, so their activities are not questioned.</p><p></p><p>These servants of Ilsensine have no cleric levels at all. Two are</p><p>sorcerers; the others are simply normal mind flayers trained in</p><p>the lore of Ilsensine, choosing ranks in Knowledge (religion)</p><p>in preference to other fields of learning.</p><p></p><p>Birthing Pods</p><p>Ceremorphosis is not an easy process. The body suffers fits</p><p>of madness, delirium, terrible convulsions, and worse as the</p><p>brain is slowly devoured. When a tadpole is implanted into a</p><p>host body, it is brought to this moss-lined chamber to complete</p><p>the week-long transformation. At least one mature illithid and</p><p>one or two thralls watch over the twitching, convulsing body</p><p>to prevent it from injuring itself and to occasionally wash the</p><p>filth from its body when it momentarily stops thrashing.</p><p></p><p>Mind flayer “births” are rare, so most of the time, these</p><p>chambers are empty. They could be used for more than</p><p>one ceremorphosing tadpole at one time, but that seldom</p><p>happens.</p><p></p><p>The Pool of the Elder Brain</p><p>The elder brain lives in a pool that dominates the center of the</p><p>chamber. The pool is about 10 feet deep and 50 feet in diameter,</p><p>surrounded by a wide lip intricately carved with images and</p><p>Qualith inscriptions. The liquid in the pool is dark, swirling,</p><p>and foul smelling. Countless small shapes (illithid tadpoles)</p><p>swim to and fro in the murk. At the bottom of the pool, the</p><p>formless mass of the elder brain stirs listlessly, seen more as a</p><p>shadow than a discernible shape.</p><p></p><p>Mind flayers regard the protection of the elder brain against</p><p>direct attack (mainly from githyanki and githzerai, their most</p><p>implacable foes) as the most important duty of the sept. Unlike</p><p>other chambers in Hidden Lagurno, the pool of the elder brain</p><p>is protected by a large, sturdy door that is kept barred and</p><p>psionically sealed from the inside. Anywhere from three to</p><p>five mind flayers are constantly in attendance in this chamber,</p><p>minding the pool and ready to respond to any request the elder</p><p>brain might make. Normally, only mind flayers are permitted</p><p>to enter, but on rare occasions, the elder brain indicates that</p><p>particularly interesting captives should be brought before it</p><p>for inspection and questioning.[/sblock]</p><p>[/sblock]</p><p>Pictures of Mind Flayers[sblock]</p><p><img src="http://www.wizards.com/dnd/images/xph_gallery/80514.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/xph_gallery/80455.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88108.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88109.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88112.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88115.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88146.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88147.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88154.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.wizards.com/dnd/images/lom_gallery/88155.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><img src="http://www.waynereynolds.com/PaizoGallery1A/4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="Lord_Raven88, post: 3185271, member: 31975"] Greetings I'm interested in a Mind Flayer themed game, where the PC's will take the part of a 4 person Inquisition (aka Mind Flayer adventurers), which will be sent on various missions by the Elder Brain of their Sept. If you're interested in playing in such a game then submit a character using the following guidlines. [b]Campaign Setting: [/b]Generic D&D/Greyhawk [b]Posting Rate: [/b]2 to 3 times a week, which is all I can probably manage. [b]Number of Players: [/b]4 only. [b]Race: [/b]Mind Flayer only (Expanded Psionics Handbook version) [b]Classes & PrC's: [/b]Any, but bear in mind that Mind Flayer Sorcerers are outcasts. Also feel free to only take levels in a PrC, as your levels will enable to to qualify for a surprising number of PrC. [b]Interesting Class/Prestige Class Suggestions:[/b] Archivist (HoH), Dread Necromancer (HoH), Illithid Savant (Savage Species), Soul Eater (BoVD), Thrallherd, Ur-Priest (BoVD) [b]Levels: [/b]18 ECL (Mind Flayer ECL 15 + 3 additional character levels) [b]XP:[/b]162,000 [b]Ability Scores: [/b]26 point buy. [b]HP:[/b]Max at 1st level, then average HP's at even levels and average +1 HP's at odd levels. I.E. HP's from 8 racial HD = 39 HP's [8+4+5+4+5+4+5+4] [b]Gold: [/b]200,000gp (no more than 50,000 to be spent on a single item) [b]Thralls :[/b]You won't be starting the game with any Thralls (Psionically Charmed/Dominated/Suggested playthings) unless you take the Thrallherd PrC. Basically you are all relatively young (20-23) Mind Flayers, infact this is going to be you first mission without elder Mind Flayers mentoring you, it's also your first mission together as a group. [b]Books: [/b]Core Rule Books, BoVD, Complete Books, Lords of Madness*, Savage Species etc. Basically most non-world specific WotC rulebooks. [size=1]* Note: I'm going to be using Lords of Madness extentively for background purposes, so feel free to incorporate of this material into our background.[/size] I'll be picking 4 submissions only, these will be based partially on filling a necessary niche within the party as well as how interesting the character concept actually is. And finally in an all Mind Flayer game it would be prudent for the group to bare in mind the weaknesses of Mind Flayers. Mind Flayers are less than effective versus Contructs, Plants and Undead and [u]may[/u] fare badly in melee heavy encounters. Other than that feel free to get creative! If you have any other questions feel free to ask. [b][color=red]Submissions Closed![/color][/b] Everyone who has already expressed an interest will have a few extra days to finalise and submit there charaters, in consideration of Thanksgiving holiday. [url=http://www.enworld.org/showthread.php?t=182132]IC[/url] [url=http://www.enworld.org/showthread.php?t=180965]OOC[/url] [url=http://www.enworld.org/showthread.php?t=181177]RG[/url] [sblock=Mind Flayer Primer] [sblock=Mind Flayer's as Characters] [list][*]+2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6 Cha [*]Base land speed is 30 feet [*]Darkvision 60 feet. [*]8 Racial HD: +6 BAB, Base saving throws of Fort +2, Ref+2 Will +6. [*]Racial Skills: (2+Int mod) Bluff, Concentration, Hide, Intimidate, Knowledge(any), Listen, Move Silently & Spot. [*]Racial Fests: 3 feats [*]+3 Natural Armour [*]Natural Weapons: 4 tentacles (1d4) [*]Special Attacks: Mind blast (DC=10+1/2 HD+Cha mod), Psionics(as 9th level Psion), Improved Grab, Extract. [*]Special Qualities: Power/Spell Resistance 25 + class levels, Telepathy 100ft. [*]Languages: Common, Undercommon [*]Favoured Class: Wizard [*]Level Adjustment: +7[/list] [/sblock] Mind Flayer Anatomy[sblock] A mind flayer is roughly comparable to a thin human in height and build, but the external resemblance stops at that point. An illithid’s head is a monstrous sight, resembling a four tentacled octopus sitting atop the creature’s shoulders. The two eyes, uniformly pale white and without pupils, are sheltered beneath prominent brow ridges. The creature’s soft, moist skin is mauve in color and glistens beneath a thin coating of mucus. Mind flayers have three long, slender fingers and an opposable thumb on each hand, and two webbed toes on each foot. Each finger and toe is capped with a wicked-looking nail, which aren’t as dangerous as they seem. In fact, the nails are composed of soft cartilage and present little danger to anyone struck or scratched by them. INTERNAL ANATOMY Internally, illithids are similar to humans. More precisely, they are very close to the base stock of the host in which they grow bodies prior to ceremorphosis (see Reproduction, below). They have hearts, lungs, livers, spleens, stomachs, and digestive systems that are recognizable to any anatomist. The process of ceremorphosis alters the appearance of these organs but not their function or the need to have them. What it does alter, however, is the host body’s nervous system. An illithid’s nervous system is more extensive and more advanced than any human’s. Every part of an illithid’s body is “wired” into the brain with direct connections unseen in any other creature. In effect, an illithid’s entire body is an extended brain. One might question the cognitive power of a liver, but there is no doubting that an illithid has tremendous physical awareness of its own body and physical condition. For reasons explained below, an illithid’s brain is anathema to its body. The process of ceremorphosis creates something closer to parasite than brain. That parasite becomes an indispensable part of the body. Its great weakness is that it does not produce the critical enzymes, hormones, or psychic energy that the body needs to survive and function. Those critical components must come from consumed brains. Because of the mind flayer’s all-embracing nervous system, food does not pass through a simple gastrointestinal tract but through a cognitive, self-aware digestive system. That system absorbs more than just nourishment from food. It scavenges enzymes, hormones, and most important, psychic energy. Illithids are known for consuming brains, but they eat other food as well, most of which contains various amounts of these needed enzymes and hormones. Internal organs are good sources, and they rank high on illithid menus. Brains are ripe with all three and are the only external source of psychic energy. MOUTH AND TENTACLES An illithid’s tentacles can vary from 2 to 4 feet in length when fully extended. When the creature is at rest and not excited, the tentacles appear shorter. Even then, they are in almost constant motion, writhing absent-mindedly as the creature ponders. These limbs are extraordinarily dexterous and serve the mind flayer as an additional set of hands, even to the point of being used to punctuate or accentuate communication. The tentacles are also quite strong; an illithid receives the benefi t of its full Strength score in any situation involving its tentacles. The tentacle cluster surrounds a circular, jawless mouth ringed with rows of small, rasping teeth. The teeth serve primarily as tools for gripping and to prevent slippery gobs of brain matter from falling out of the mouth. An illithid does not bite through the skin and skull of a victim, instead dissolving it with a powerful enzyme transmitted through ducts in the tentacles. This enzyme acts so quickly that the tentacles appear to push right through the scalp and bone as if through soft clay. The enzyme is highly unstable and never survives more than brief contact with the air, making it impossible to harvest from slain illithids. No material other than illithid mucus is known to resist its corrosive effect. ILLITHID SENSES Although their white, pupilless eyes suggest blindness, mind flayers see quite well. Their acuity lies entirely in the realm of darkvision, which operates out to 60 feet. Their hearing is a little less acute than a human’s. They have relatively good auditory direction sense (they can tell where a sound is coming from), but they have poor discernment (ability to separate and recognize discrete components of a particular sound). REPRODUCTION From birth to death, the physiology of the illithid life cycle is unique, and unspeakably horrible. In basic confi guration, a mind flayer is amphibious. The fi rst portion of its life is spent as a tadpole hatched from an egg. An adult illithid spawns hermaphroditically two or three times during its lifetime, depositing about a thousand eggs in a briny pool constructed for just this purpose. The eggs hatch after about a month, releasing the writhing tadpoles into the pool. The tadpoles spend ten years in the pool, where they are fed a fatty mash of brain material and other organs prepared by nursery attendants. After a decade, they have grown from a fraction of an inch to around 3 inches in length. At this point, in terms of sentience and intellect, they are still little more than intelligent frogs. The nurseries are home to more than just tadpoles. At the bottom of the pool resides an elder brain, which survives by preying on the defenseless tadpoles. The tiny percentage of tadpoles that survive a decade in the pool—no more than a few in a thousand—are rightly considered by the illithids to be the fi ttest, canniest specimens. By surviving, they earn the privilege of undergoing ceremorphosis. This is the real mystery of the illithid life cycle, for illithids do not grow their own bodies. Instead, a mature tadpole is inserted into the ear, nostril, or eye of a helpless humanoid captive. Over a period of several days, the tadpole burrows into the host brain, consuming gray matter and gaining body mass in a nearly equal ratio. When the process is complete, the victim’s brain is completely replaced by the tadpole’s bloated tissue. The tadpole is neurologically melded onto what remains of the lower brain stem and assumes complete control of the body’s nervous system. The victim dies irrevocably, but the body lives on with a parasite serving as its brain. Victims have been rescued from this horrid fate, but only if help arrives quickly. A victim is permanently drained of 1 point of Intelligence, Wisdom, Charisma, and Dexterity every hour after tadpole insertion. When any one ability is reduced to 0, the victim’s psychic essence is destroyed and replaced by the tadpole’s awakening mind. Before that point is reached, restoration can reinstate lost ability points but won’t kill the tadpole, so damage keeps accruing. The only sure way to save the victim is to kill the tadpole. The tadpole itself is very easy to kill (automatic kill with a coup de grace), but its location inside the victim’s head is a serious complicating factor. Spells such as cure disease and remove curse have no effect; only a heal spell can save a victim undergoing ceremorphosis. In most cases, the only way to guarantee the tadpole is slain is to crush or incinerate the victim’s head. At that point, resurrection, true resurrection, or raise dead come into play. Raise dead alone is of no avail if the victim’s head was destroyed in the process of killing the tadpole. The process of ceremorphosis takes a week to complete but it cannot be reversed after any of the victim’s ability scores are reduced to 0. From that point, no means can bring the victim back short of a miracle. Only certain races are used by the mind flayers as recipients of ceremorphosis. In general, donors must be humanoid, mammalian, between 5 feet 4 inches and 6 feet 2 inches tall, and weigh from 130 to 270 pounds. Humans, elves, drow, githzerai, githyanki, grimlocks, gnolls, goblinoids (of Medium size), and orcs are sought-after donors. Races smaller or larger than these, whether in height, weight, or size category, are never used, and neither are reptilian or amphibian races. Halfl ings, dwarves, derro, duergar, gnomes, centaurs and their relatives, giants, and kuo-toas might be used as thralls or as food, but they are never used as ceremorphosis subjects. DEVELOPMENT AND AGING At the end of the week of ceremorphosis, nothing remains of the victim. Its tissues have been entirely replaced with the rapidly transforming mind flayer tissue. The creature is warmblooded and hermaphroditic, with a life expectancy of up to 135 years. It looks fully grown, but the newly ceremorphosed creature is an infant, only days into its sentient existence. Itmust grow in learning and experience before coming into its full power. This process varies from one mind flayer to another but the average “growing up” period lasts about twenty years. Immature illithids are seldom allowed outside the security of a well-protected subterranean city. THE ILLITHID MIND Illithids seem at most times to be calm, collected, and dispassionate. Occasionally they appear to be gripped by great anger, but it’s hard for other creatures to distinguish whether that is a true emotion or a display to impress outsiders or enemies. Because of this, mind flayers are assumed to have either few emotions or tremendous self-control. Both assumptions are wrong. Illithids feel intense emotions but internalize them almost completely. A mind flayer that looks calm might be raging with a cauldron of emotion beneath the surface. In addition, an illithid’s emotions are entirely negative: Anger, fear, envy, hate, shame, indignation, contempt, pride, and anxiety comprise nearly their entire emotional repertoire. The closest they come to experiencing joy is the feeling they get when eating a brain, but even this is mixed with such sadistic and hateful overtones that it can’t be considered “happiness” as most races would defi ne it. This constant negative emotional state colors an illithid’s every thought and perception. Because it knows no happiness, it spends no time planning how to become happy. Pride, satiated curiosity, and self-satisfaction are a mind flayer’s highest emotional states. These feelings motivate it to action[/sblock] ILLITHID VARIANTS[sblock] Illithids are not a homogenous race. Their decade-long incubation as tadpoles and the mysterious process of ceremorphosis spawn numerous mutations and variations. Most of these do not survive. Ulitharids An ulitharid is immediately distinguishable from an illithid by two characteristics: it towers over its cousins, standing 7 to 8 feet tall, and it has six tentacles rather than four. The “birth” of an ulitharid is a significant event in an illithid colony. They are sufficiently rare that a colony with a single ulitharid considers itself lucky. As a tadpole, an ulitharid is indistinguishable from other tadpoles. However, it spends twice as long as a tadpole—twenty years, compared to the standard ten—before reaching maturity. Its true nature does not become evident even to other mind flayers until ceremorphosis. Once an ulitharid begins its transformation, it is greeted as something akin to a prophet. These creatures rise to positions of civil or military leadership within their communities, and they frequently receive diplomatic embassies from other colonies that are not so blessed. In addition to their greater stature and revered status, ulitharids live twice as long as other mind flayers, compensating somewhat for their rarity of birth. Illithid Sorcerers Considering their powerful intellects, it’s not surprising that many illithids study wizardry. What is surprising is that a small number of illithids are actually sorcerers. How sorcerous talent manifests itself in creatures as nonhuman and alien as mind flayers is a great mystery to those who study the basis of sorcery. Certainly, mind flayers have no dragon blood. It could be that this tendency depends on the history of the donor body prior to it undergoing ceremorphosis, but since no systematic study is possible, no one knows. However it’s explained, the combination of psionic and sorcerous power is fearsome. These creatures are shunned even by others of their own kind. Elder Brains At the center of every large mind flayer community is a fetid pool of murky, swirling, briny fl uid. The pool itself can have any configuration, but in every case it serves two purposes. First, it is an incubator for illithid tadpoles; hundreds of thousands might inhabit the pool as a teeming mass at any given time. Second, it serves as the nutrient pool for the community’s elder brain, the intelligence that guides and unites the illithids into their tightly woven society. How an elder brain comes to be is unknown. Even to the mind flayers, an elder brain is timeless and ageless. It is an amorphous, writhing bulk of tissue, the conglomeration of cast-off brain matter from deceased mind flayers. When a mind flayer dies, its brain is removed ceremonially and cast into the pool, whereupon it sinks to the bottom to be absorbed into the greater mass. This melding of an individual’s brain into the communal elder brain is a fate to which mind flayers aspire; they do not fear or regret their passing. If anything, they fear a death that prevents them from becoming a part of the elder brain. No individual personalities survive absorption by the elder brain. It is sentient (some might say super-sentient), but its consciousness lies outside any human or mind flayer experience. The nature of its intellect is a mystery to mind flayers, because even their potent psionics cannot penetrate beyond the shallowest layers of an elder brain to discern its inner workings. The brain is clearly a physical as well as a psychic entity. It subsists by extracting presentient psychic vibrations from the tadpoles that teem around it. “Devoured” tadpoles are reduced to oily residue that dissolves slowly into the brine. An elder brain is typically 8 to 10 feet in diameter, regardless of how many brains are absorbed into its mass. While an elder brain’s mass doesn’t increase beyond a known maximum, its intelligence and knowledge do. Each new brain contributes all of its life experience to the elder brain’s totality. Elder brains rule their communities completely. Their dictates and pronouncements are beyond question. Some are cruelly dictatorial, while others allow varying amounts of freedom. The most passive serve only as advisors and sources of historical information. The norm is a degree of control somewhere between absolute authoritarianism and enlightened despotism. An elder brain’s telepathic range extends 350 feet, although some elder brains might have feats, spells, or psionic powers that extend this range. Within that radius, an elder brain is aware of all living things. Intervening material has no effect on its ability to communicate or on its awareness of all thought within range. This hyper-awareness makes it almost impossible for enemies to sneak into an illithid community. Their presence is detected and resistance organized long before intruders move close enough to present a signifi cant threat. Besides communicating directly with individual mind flayers, an elder brain can establish contact between two or more illithids that would otherwise be outside one another’s range of 100 feet. In this capacity, the elder brain acts only as a conduit, albeit one that hears and remembers everything that passes through it. Some elder brains use spells such as Rary’s telepathic bond or equivalent psionic powers to keep in touch with individual mind flayers at tremendous distances, allowing near-instantaneous communication throughout the community. Because of an elder brain’s awareness, mind flayers are of necessity among the most lawful of creatures. Plotting against the community or the elder brain is impossible. Even deviating from the social norm is likely to bring about swift corrective action ranging from a single stern warning to coercion or psychic annihilation, depending on how harsh that particular elder brain cares to be at the moment. Elder brains grow and gain power continually. They never become old, infi rm, or senile (their sanity might be called into question, but only from the limited perspective of mortal creatures). A large number of illithids believe that all elder brains are growing toward an ultimate purpose—that at some point in the future, the brains will meld into a single, all-seeing elder brain capable of communicating across limitless distances through the Astral Plane. Mind flayers are subject to one huge misconception concerning elder brains. They believe that their individual consciousness survives after joining the elder brain. This notion is completely wrong. The elder brain extracts knowledge and strength from the brain matter and adds its mass to its own, but the illithid is dead. Only the elder brain lives forever. Elder brains guard this secret, as one might expect. Brain Golems One of the most astounding and disturbing abilities of an elder brain is its capacity to create what is known as a brain golem. This construct is formed from the brains of intelligent creatures, with a body that is an extruded portion of an elder brain’s own mass. The head of the golem secretes a slimy substance that sheathes the body in thin, membranous skin. Few nonillithids have ever seen one of these monstrosities. They sometimes function as added “muscle” for an illithid community that is faced with imminent danger, but their main function is to serve as an elder brain’s physical hands and carry out tasks that are too important, secret, or complex for mind flayers themselves. As such, they are viewed with great wonder by mind flayers. The emergence of a brain golem from an elder brain’s pool is considered a grand portent and treated with awed solemnity by the community. A brain golem shares its creator’s imperviousness to psychic probes. It never communicates in any way with entities it encounters. If it is destroyed before returning to the pool for reabsorption, its mass doesn’t seem to be missed by the elder brain. Alhoon A lot of mind flayers practice magic, and some grow quite powerful. However, illithid society prefers to focus on the creatures’ true heritage of psionic mastery. As a result, excessive study of magic is considered a distraction at best and an offense at worst. Mind flayers that persistently violate this stricture suffer the ultimate punishment; they are banned from joining with the elder brain upon their deaths. For that reason, mind flayers that study magic, and especially sorcery, devote the better part of their attention to devising ways to extend their lives unnaturally. The ultimate goal is to become a lich. Those that succeed at becoming liches are known as alhoons to other mind flayers, or illithiliches in the Common tongue. Physically, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn’t seen a living mind flayer. Because of its fascination with arcane magic, a typical alhoon possesses no more psionic power than an average mind flayer. Its frightful mastery of magic more than makes up for its lack of psionic prowess. Mind flayers universally shun alhoons, considering them abominable because the undead creatures have sacrificed any hope of joining with the elder brain. An alhoon residing near an illithid community or outpost will be hunted and exterminated if its presence is discovered. Mind Flayer Vampires Even stranger than illithid sorcerers are illithid vampires. How they come to be is unknown. Unlike other vampires, they do not create spawn or propagate their kind by leaving victims wounded but not yet undead. A vampiric mind flayer bears little resemblance to its kin. Where mind flayers favor rich, luxurious robes, a vampiric illithid wears nothing to cover its dark gray fl esh. Its head is smaller and of a different, fl attened shape, appearing almost to have shrunk or partially collapsed inward. A vampire illithid’s tentacles are longer and more muscular than those of a living mind flayer, and it uses them for bludgeoning as much as grasping. Such a monster would be truly terrifying if it possessed the mighty intellect of a mind flayer. Fortunately, vampiric mind flayers are completely feral. Their minds hold bestial cunning and savagery, but they do not think or reason. Some portion of their minds must recall their former lives, since their favorite haunts are subterranean, in the types of areas where mind flayers live. Other mind flayers are a vampiric illithid’s worst enemies, because they destroy one whenever given a chance. Urophions The racial limitations involved in selecting donor bodies for ceremorphosis are well known to the illithids. Still, this knowledge does not prevent them from experimenting with other creatures to see what might result. In most cases, both host and tadpole die. Oddly, implanting a tadpole into a roper proves viable. The result is a urophion, or illithid roper. This is the only known case of tadpole implantation succeeding in a cold-blooded creature. Physically, ropers and urophions are nearly indistinguishable. Urophions are stationed around illithid communities to act as guardians and sentinels. The live their lives much as any roper would: solitary, sedentary, and stationary. Their acute senses allow them to detect intruders at great distances. When a victim approaches within 50 feet, a urophion unleashes a powerful mental blast to stun the prey, then uses its six very long tentacles (up to 50 feet in length) to grasp the victim, drag it close, and extract its brain. Intellectually, urophions are on par with any other illithid, and their psionic abilities are nearly as powerful. Nevertheless, they are viewed by the community as a whole as inferior and suited only for lives of dreary service. Their one honor is to be offered to the elder brain upon their deaths. Brilliant but isolated, urophions live lives of desperate loneliness and frustration. While most remain loyal to their creators, some wander away in pursuit of their own inscrutable objectives. Neothelids Among the strongest taboos in illithid society is the idea of not implanting a mature tadpole into a donor brain. While some tadpoles are implanted experimentally, with death the almost certain outcome, none are intentionally kept back from implantation. On rare occasions, an illithid community collapses, typically from an external assault, and the elder brain is killed. When that happens, the tadpoles are suddenly freed from predation by the always-hungry elder brain. They, in turn, are no longer fed by their caretakers, and the tadpoles grow increasingly hungry. Driven by hunger, they turn to cannibalism. Only one tadpole survives from the thousands in the pool. The psychic energy that this one survivor absorbs from its fellow tadpoles (and possibly from the decaying corpse of the elder brain, as well) allows it to grow much larger than any normal tadpole would—to the size of a small dog. Eventually, hunger again drives it to a desperate act: crawling out of the briny pool into the greater subterranean world in search of food. Once free of the pool, the creature lives by preying on rats and other vermin, a diet that allows it to grow even larger. Eventually, such an abomination catches and devours a sentient creature, whether a duergar, a drow, or a luckless human far from home. Consuming that fi rst thinking brain triggers the same reaction in the tadpole that would have occurred if the tadpole had been implanted normally. It becomes self-aware, and its latent psionic potential awakens. At that point, the creature becomes a neothelid. Untrained, savage, feral, and brilliant, it knows nothing beyond the squalid, predatory existence it has lived so far. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever larger and more vicious. Truly leviathan specimens have been spotted prowling the deepest underground. In addition to having the usual psionic abilities of an illithid, these creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their links to illithids, so they’re just as likely to prey on mind flayers as on anything else.[/sblock] ILLITHID MAGIC[sblock] Although their highly structured society is sometimes hidebound and conservative, illithids are tremendously creative problem solvers. Whether working with pulleys and gears, psionics, magic, alchemy, or a combination of all four, their great intelligence and natural competitiveness lead to unique solutions. MIND FLAYERS AND MAGIC ITEMS Unlike many other aberrations, whose physical shape makes the use of humanoid-crafted magic items diffi cult, mind flayers are humanoid enough in form to wear the same magic items that any human character could wear. Mind flayers naturally favor items that add to their already formidable mental acuity, seeking out (or crafting on their own) headbands of intellect or cloaks of charisma. They also greatly value defensive magic, such as rings of protection, cloaks of resistance, and bracers of armor. Mind flayers feel that they are far too important to allow themselves to be killed through insufficient preparation, and go to great lengths to provide themselves with magical defenses of all sorts. Illithids that gain levels as wizards or clerics acquire item creation feats and produce a variety of useful items—particularly items that provide physical protection from harm. In addition to bracers, rings, and similar devices, mind flayers also produce a number of unique items, which are described below. Brain Canister: The ultimate goal of every mind flayer is to join the elder brain upon death. To be denied this is the worst fate imaginable. When illithids die far from home, their brains cannot be brought back to the elder brain before putrefaction begins. Once a deceased illithid’s brain begins to rot, the elder brain does not accept it. This is viewed as a great waste. To prevent such a tragedy, mind flayers developed the brain canister. This metal urn is typically made from copper and fi lled with an alchemical solution. A brain placed in the canister lives on indefi nitely, although it is unconscious and insensible. Removing a brain for storage in the canister requires a DC 25 Heal check (mind flayers gain a +5 circumstance bonus on this check due to their natural facility at the task). The body must be living when removal begins, and the brain must be placed in the canister within 1 minute of removal, or it dies. The creature whose brain is removed dies immediately and cannot be raised or resurrected unless the brain is recovered or destroyed. Mind flayers sometimes use brain canisters to store meals for long journeys, when it might not be possible to feed as often as they like. They also store the brains of particularly interesting humanoids, so they can perform terrible experiments or transplants on the brain or question these individuals through various psionic means. Faint necromancy; CL 5th; Craft Wondrous Item, gentle repose; Price 30,000 gp; Weight 5 lb. Brainmate: Mind flayers in the vicinity of an elder brain feel its presence constantly. This is not an unpleasant sensation for them. The never-ending hum of the elder brain’s activity is a reassuring sensation for an illithid. When a mind flayer travels outside the elder brain’s range of influence, that comforting presence is lost. An imperfect solution to this problem is the brainmate. The brainmate consists of a tiny bud, about the size of a walnut, taken from an elder brain and encased in a crystal globe filled with mucus. The brain matter itself might or might not be visible within the murky goo. The globe can be worn on a chain around the neck or simply carried on the wearer’s person. A brainmate is nominally sentient. It contains a tiny portion of the elder brain’s knowledge, and it responds to direct telepathic questions. Although a brainmate does not provide the comforting background hum of mental activity that illithids find so soothing, it is a useful companion to a far-ranging mind flayer. If the wearer has the telepathy special ability, the ability to cast Rary’s telepathic bond, or the mindlink psionic power, he can access the brainmate to make use of its knowledge. A brainmate possesses 10 ranks in two specific Knowledge skills, allowing the wearer to make checks in those specific skills as if he possessed the same number of ranks. The wearer uses his own Intelligence modifier on these checks. Besides storing information from the elder brain, a brainmate also records everything its owner imparts to it. If the brainmate is worn or carried by a telepathic user, it records everything the individual sees, hears, or experiences. It is common, therefore, for illithid spies to be equipped with brainmates. When a spy returns to its community, the elder brain has perfect access to everything the spy encountered, with no memory loss or room for misinterpretation. Moderate divination; CL 11th; Craft Wondrous Item, Rary’s telepathic bond or telepathy as a special ability; Price 10,000 gp. Dampsuit: A dampsuit is a close-fi tting bodysuit of slick leather that covers a mind flayer from head to toe. It seals in a creature’s precious body moisture when the illithid ventures away from the dark, clammy warrens where it normally lives. The suit itself consists of several complex layers, each moistened and lubricated with mucus for easy movement. The suit traps all moisture that escapes from the wearer’s body and recirculates it. Wearing a dampsuit, a mind flayer can operate in dry, hot conditions that would quickly exhaust or kill an unprotected illithid. Under normal conditions, a mind flayer’s tentacles remain curled up inside a special pouch designed for just that purpose on the front of the suit. When needed, they can be thrust out through a valve in the face mask, then withdrawn (along with a brain) when their work is done. A dampsuit is a suit of +1 slick leather armor that protects its wearer with an endure elements effect. Faint abjuration; CL 4th; Craft Magic Arms and Armor, endure elements, grease; Price 6,910 gp; Cost 3,535 gp. Striator: This uniquely illithid stylus looks like nothing more than a nicely polished piece of wood or bone. It typically is about a foot long, an inch wide, and a quarter to a half-inch thick. More ornate versions have pleasantly sweeping curves that fi t the hand or are decorated with intricate inked carvings. The only universal distinguishing characteristics are four small, flattened nibs at one end. When a creature grasps the stylus and draws it across a piece of parchment or paper, the striator reads the thoughts of the writer and causes a pattern of dashes and spaces to be raised up on the surface in four parallel lines. This is Qualith, a system of tactile writing used by illithids (see Language, below). The striator draws its information directly from the user’s thoughts and transcribes the data into Qualith whether the writer understands Qualith or not. Faint divination; CL 3rd; Craft Wondrous Item, detect thoughts; Price 1,500 gp. Thought Extruder: On occasion, a brain is more valuable to mind flayers if it’s not eaten. Prisoners, for example, might have important knowledge that the mind flayers need but cannot extract by brute force. No matter how powerful a character’s psionic or magic resistance to mind-reading might be, it can be overcome through the use of a thought extruder. The device allows no saving throw and does not permit spell resistance. This diabolical device is a collapsible cage of wires, mesh, and needles. Once it’s fi tted around the head of a restrained subject (which takes 20 minutes), a mind flayer uses its biocorrosive enzyme to open a fi st-sized hole in the prisoner’s skull, exposing the brain. Needles then drill into the gray matter, probing for active thought centers, pleasure and pain receptors, and repressed or shielded memories. The operator must be able to establish telepathic communication with the subject by means of the telepathy special ability or a spell or psionic power serving the same purpose. The needles are thought conductors made from an organic material specially developed by illithid alchemists. They enable the operator to read whatever is in the subject’s mind. The process is slow; the operator can ask only one question per minute, but receives a complete, truthful answer. With each question, the victim makes a DC 20 Fortitude save. Each failure permanently drains its Intelligence, Wisdom, and Charisma scores by 1. When the illithids are done asking questions, the victim makes a Will save using its current Wisdom modifi er. Failure leaves it permanently insane, as the spell insanity. Moderate divination; CL 9th; Craft Wondrous Item, Rary’s telepathic bond or telepathy special ability; Price 45,000 gp. NAUTILOID It is rumored that not all mind flayers live beneath the surface. Some tales speak of ships shaped like the shell of a nautilus that are capable of fl ying through the spaces between worlds. Most serious scholars discount these tales as pure fantasy, despite those who claim to have seen such ships fi rst-hand. The illithids themselves know that the tales are true. The great ships are remnants of their glorious future, when their empire will span not just worlds but the entire universe (see The Whispering Shadow, below). The knowledge of how to build these stunning vessels is lost—or, more correctly, hasn’t been discovered yet. Until it is, the remaining ships ply the great gulfs of the night skies cautiously, seeking evidence of lost mind-flayer colonies and hidden githyanki outposts. PSIONIC SEAL Some mind flayers know how to create a special type of magic item known as a psionic seal. These are similar to psionic tattoos (see the Expanded Psionics Handbook), although the design is created purely by psionic power; no ink is involved. Creating a psionic seal requires the Craft Psionic Seal feat. (If you are using the Expanded Psionics Handbook, you might decide that mind flayers that have the Scribe Tattoo feat can choose to make both psionic tattoos and psionic seals.) Psionic seals can be inscribed on flesh or on just about anything else, including doors, hallways, chests, articles of clothing, weapons, or pages of a book. Creatures can wear no more than one psionic seal at a time; additional seals scribed onto them simply fail. The caster level or manifester level of a psionic seal is the minimum level required to cast or manifest the power. A psionic seal can hold spells or powers of 3rd level or lower. When worn on a creature, a psionic seal activates when its wearer touches it and wills it to activate. This is a standard action that provokes attacks of opportunity. The wearer doesn’t get to make any decisions about the seal’s effect—the person who scribed the seal has already done so. When scribed on an object, a psionic seal can be set to activate in response to one of three events: when touched and willed to activate (useful for helpful spells or powers), when touched at all (useful for traps), or when a creature with specifi c observable characteristics moves within 5 feet of the psionic seal (useful for trapping doorways, for example). In the latter case, the seal must be in plain view—it can’t be hidden inside an object, for example. A harmful psionic seal is considered a magic trap. It is rarely hard to fi nd, since it must be in plain view to function, but disarming the trap requires a Disable Device check (DC 25 + spell level of the spell or power used to make the seal). In any case, a psionic seal fades away after it is triggered once. Craft Psionic Seal A creature with this feat can create psionic glyphs or symbols that hold spells or psionic powers until triggered. Prerequisites: Int 15, psionic ability (spell-like abilities described as psionics, psi-like abilities, or psionic powers), caster level or manifester level 7th. Benefi t: A creature can cast or manifest any arcane spell or psionic power it has access to as a psionic seal. If it is creating a psionic seal of an arcane spell, it must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell or manifesting the power would reduce the creature’s XP total, it pays that cost upon beginning the seal in addition to the XP cost for making the seal itself. Likewise, material components are consumed when the creature begins scribing the seal, but focuses are not. A single object of Medium size or smaller can hold only one psionic seal. A larger object can hold one seal per 100 square feet of surface area. A creature can also scribe a psionic seal on a willing creature, but a creature can hold only one psionic seal at a time; any additional seals inscribed on that creature automatically fail. A psionic seal has a price equal to its spell or power level × caster or manifester level × 50 gp. (A 0-level spell or power counts as 1/2 level.) The creature crafting the seal must spend 1/25 of the price in XP and use up raw materials costing onehalf the price to inscribe the seal. RESONANCE STONE Resonance stones play an important role in mind flayer society. Very few mind flayers do not own at least one, and many of them own several. The best description of a resonance stone would be “emotion transmitter.” Each stone stores a specifi c emotion and broadcasts that emotion over a small area. The typical range is 30 feet; more powerful stones can have larger areas of effect, while very small stones might be so weak that they must be in contact with the skin to be perceived. There is no universal size or appearance for a resonance stone. They can be made from any mineral. Crystal, marble, quartz, and precious gems are the most common materials. In volume, they vary from the size of a pea (which would be worn on a ring or necklace beneath the clothes) to the size of a melon (powerful enough to fl ood a small auditorium with emotion). The largest known resonance stone is the great globe suspended from the ceiling of the plaza in the illithid city of Lagurno (see below), but it is exceptional in every way. The average stone is around the size of a large egg. Resonance stones are always active. Any sentient being that approaches within the stone’s radius of effect experiences the emotion that it broadcasts. At fi rst, this sensation is faint. As one draws nearer, the emotion rises quickly in intensity to the imprinted level. If the stone is touched, the intensity jumps up sharply. Illithids use resonance stones casually as decorations. In an illithid’s home, one could expect to fi nd resonance stones emitting a sense of deep self-satisfaction, pride, feelings of personal superiority, or confi dence. In public places, resonance stones might be positioned to heighten feelings of responsibility, duty, loyalty, or racial superiority. At a performance eating event (see Performance Eating Area, below), the performance could be heightened through the use of stones that broadcast a sense of anticipation, gradually changing to delight followed by satisfaction. To illithids, these emotions convey the same nostalgic connotations that smells carry for a human. The familiar feeling of home has a literal meaning to a mind flayer. Many can navigate through their homes or even through public spaces by sensing emotions only. Besides offering a pleasant diversion, resonance stones serve a vital function as well. A newly ceremorphosed mind flayer has no experience with emotions. When it suddenly becomes sentient, its mind is bombarded with thoughts and feelings from all directions. A nearby resonance stone calms the tumult and floods the creature with feelings of reassurance and contentment. As it adjusts to its new body, develops psionic powers, and acclimates to the unvarying presence of the elder brain, a resonance stone, rather than a parent, is its constant companion. In other words, mind flayers learn emotions from resonance stones, not from one another. They do not fall in love or even form friendships beyond useful acquaintances. Resonance stones fill their emotional needs. Resonance stones can be turned to darker, more destructive purposes, too. Stones that radiate feelings of hopelessness and helplessness are frequently used to keep newly captured prisoners docile before they can be enthralled. Similarly, stones that radiate feelings of satisfaction and resignation can be scattered across the fl oor of a pit where captives are held, to keep them quiet and prevent fi ghting. A stone emitting horror, despair, or surrender can be useful during interrogation. Creatures subjected to a resonance stone effect can attempt Will saves (save DC varies by stone type) to resist the effect. A creature that succeeds on this save is immune to that stone’s effect for 24 hours. A creature that fails the save but leaves the area and reenters can attempt a new saving throw, but it takes a –2 penalty on the second and all subsequent saving throws made against the same resonance stone in the same 24-hour period. Mind flayers receive a +4 racial bonus on saves against resonance stone effects. Sample stones are presented below. Resonance Stone of Despair: All creatures that come within 30 feet of this resonance stone must succeed on a DC 16 Will save or be affected as if by crushing despair for as long as they remain in the affected area. Moderate enchantment; CL 7th; Craft Wondrous Item, crushing despair or telepathy special ability; Price 56,000 gp. Resonance Stone of Fear: All creatures that come within 30 feet of this resonance stone must succeed on a DC 16 Will save or be affected as if by fear. Moderate necromancy; CL 7th; Craft Wondrous Item, fear or telepathy special ability; Price 56,000 gp. Resonance Stone of Delirium: All creatures that come within 30 feet of this resonance stone must succeed on a DC 14 Will save or be nauseated and blinded for 1 minute. Moderate enchantment; CL 7th; Craft Wondrous Item, major image or telepathy special ability; Price 45,000 gp.[/sblock] THE WHISPERING SHADOW[sblock] Of all questions surrounding illithids, “Where did they come from?” is the most mysterious. For an answer to this riddle, scholars are limited to scraps of clues from a handful of ancient texts. The clearest reference is found in The Planetreader’s Primer, a book of primeval knowledge published (reputedly) in the great city at the center of all, Sigil. It speaks in certain terms of an illithid empire that spanned worlds in a time predating memory. So mighty was this empire that its expansion threatened to consume even the eternal Blood War before it was turned back. The Astromundi Chronicles, a text of ancient yet unknown origin, speaks of the illithids as “a race of monstrous spawn, hidden beneath the world by their progenitors.” No clue is given as to the identity of these progenitors. The text suggests that the illithids hated their creators with such passion that they lashed out against them and destroyed them utterly, leaving no trace of their existence for the modern scholar to examine. The most archaic of all sources is a set of stone tablets known as the Sargonne Prophecies, named for the city of disturbing ruins called Sargonne. The crumbling tablets contain passages so cryptic that they have been interpreted as prophecies rather than as history. Each bears a central likeness of what is unmistakably a mind flayer. The inscribed runes present a troubling aspect to the observer. They tell of an illithid world “bathed in eternal night” that is destroyed by some fi ery cataclysm, from which the illithids flee in flying ships. From these fragmentary glimpses into the dim past and the oral histories of several long-lived races, scholars have concocted the following “history” of the illithid race. Its origin is simply unknown. Wherever they came from, in time so ancient that no record of it exists, illithids ruled a vast, worlds-spanning empire. This empire, built on a foundation of slavery and domination over whatever other races existed at that time, dwarfed everything that has come since. At some point, certain of those enslaved races developed a degree of resistance to the psychic shackles of the illithids. When they had gathered suffi cient power, the slaves revolted. How it was done no one can say, but the slaves succeeded in toppling their masters and winning free. The age that followed was one of unrelenting revenge as desperate pockets of illithids were hunted and exterminated. The freed slaves were not free of strife, and they fell to warring among themselves. This had two effects. First, the feuding branches of ex-slaves became what are now known as the githyanki and the githzerai, who make war on each other to this day. Second, the illithids that eluded their vengeance were able to regroup and escape to defensible fortresses deep underground, where the gith races chose not to pursue them. This account is basically true in its outline but is fl awed in one astounding respect. While the rebellion of the gith did indeed take place in the past—about two thousand years ago, to be precise—their mind flayer masters had themselves just arrived in that era from the unimaginable future. At the very end of time, the mind flayers faced extinction at the hands of some unknown adversary. Caught in the throes of defeat, harried in their crumbling capitals and universities (lesser outposts had fallen eons before), the surviving illithids concocted a desperate plan. As their last bastions were assailed and their psychic defenses breached, the mind flayers sacrificed countless ancient, potent elder brains to produce a psionic maelstrom of unimaginable proportions. The ensuing cacophony of energy demolished the very laws that support the structure of time. The illithids and all that remained of their decadent civilization were hurled backward across the ravaged barriers separating the ages to arrive in the present world, but thousands of years ago, as recorded in the Sargonne Prophecies. The illithids’ staggering gamble paid off. Upon arriving in the human world of several thousand years past, they quickly enslaved the humanoid race known as the gith, seeking to reestablish their empire in their new age. After centuries of servitude, the gith successfully rebelled against the mind flayers. Much of the knowledge and wondrous magic brought to the distant past from the illithid empire at the end of time was destroyed in this rebellion, and for long years the mind flayers were scattered and disorganized in its wake. While the rebellion of the gith was a great catastrophe, the mind flayers are a patient race. They need only wait in the darkness, planning, correcting foreseen mistakes, and gathering strength for the time when they return to ascendance. In the impossibly far future, when stars are reduced to pale, red cinders fl ickering coldly over somnolent worlds, the illithids will rise from their subterranean dens to face the languid twilight and establish once more the empire they lost. They will be stronger, crueler, and hungrier than ever, and all hope will die.[/sblock] LANGUAGE[sblock] Mind flayers have no spoken language of their own. Among themselves, they communicate entirely by means of telepathy accented with tentacle motions. At fi rst, their telepathy is short-ranged and limited to creatures within their line of sight. As a mind flayer matures, it gains much greater control and power, plus the ability to maintain communication with multiple minds at once. Mind flayers understand and can speak Undercommon, when verbal communication is necessary. Due to their high intelligence, most mind flayers know a number of other languages, too—usually Common, Elven, Aquan, and Infernal. While they despise speaking any language aloud, mind flayers find it useful to be able to read texts produced by humans or by their common subterranean rivals, aboleths and drow. Mind flayers use a unique written language known as Qualith. Qualith has no spoken form; it is a record of pure telepathic communication. Qualith script resembles four parallel lines of raised dashes and spaces, intended to be read by touch. Each line carries an independent train of thought, but to understand the message, all four lines must be read simultaneously. The cadence of the writing attempts to capture the rhythm and sensation of multilayered telepathic communication. The effect is nearly impossible for nonillithids to understand or translate without years of study (DC 35 Decipher Script check). Qualith script is common throughout most illithid architecture. In many cases, it runs in unbroken expanses on every wall. Explorers and intruders who don’t understand the signifi cance of the geometrical markings mistake them for religious symbols or decorative carvings.[/sblock] RELIGION[sblock] Illithid religion differs from most theologies in that it lacks any concern with the afterlife. Mind flayers know what becomes of them when they die—they meld with the elder brain. Instead, mind flayers revere a deity whose philosophies mirror their own: that knowledge is the greatest commodity, darkness the greatest illumination, the mind the greatest power, and illithids the greatest race. They have such a deity in Ilsensine. Ilsensine resides in the vast Caverns of Thought beneath the surface of the Concordant Domain of the Outlands. It has no physical body but manifests itself as cohesive thought in the shape of a gigantic, pulsing brain. Ganglia of infi nite length trail outward in all directions from its glowing shape and reach to all corners of existence. Through these ganglia, Ilsensine taps all the knowledge that is. It peers into the minds of the greatest sages of all dimensions, saps fading memories from the desiccating brains of dead wizards, and stares across space and time itself to learn all there is to know. Of everything it surveys, it judges the mind flayers as the most worthy of mortal creatures. Mind flayers do not worship Ilsensine in the same sense that humans or elves worship their deities. They revere the god for its gigantic, all- sensing mental capacity. To them, Ilsensine is the ultimate form of what an elder brain aspires to be and might become, in the fullness of uncountable eonsof growth. The illithids envy its vast knowledge, which in practical terms appears limitless. They entreat Ilsensine for favors and even supplicate it, but their innate, overpowering egoism prevents any true “worship.” The priesthood of Ilsensine is small and selective. Illithid clerics live monastically, pursuing knowledge for its own sake and engaging in experiments to develop new psionic powers. Through their worship, they enlist the aid of all-sensing Ilsensine, who knows things that are hidden even to the elder brains. Mind flayer priests are not reviled the way wizards (and especially sorcerers) are, but they don’t mix with illithid society. They rarely leave their temples except when conducting important ceremonies. Taking a cue from Ilsensine, the clerics sometimes use cranium rats (see page 167 of the Fiend Folio) as spies or to convey messages across long distances. When Ilsensine needs to intervene directly in material affairs, it most often sends its proxy, Lugribossk. Clerics of Ilsensine can choose from the Evil, Knowledge, Law, Magic, or Mind domains. They rebuke undead.[/sblock] RELATIONS WITH OTHER RACES[sblock] Mind flayers have no friends. If an illithid treats a creature of another race as an equal, it is pretending friendship. Other races are useful when they bring information and trade goods. Ultimately, illithids have only two ways of interacting with other races: enslavement and consumption. If an illithid treats a drow or a duergar respectfully (never deferentially), it is doing so only to serve its own purposes. Of all races, mind flayers have special enmity for githyanki and githzerai. Both of these races hunt illithids. Mind flayers show them no mercy and receive none in exchange. The only creatures that illithids fear are undead, because they have no minds to dominate. Undead cannot be psionically detected, cannot be attacked with mind-affecting powers, and cannot be slain by the removal of the brain—all characteristics that make them peculiarly dangerous to mind flayers. The Threat of the Gith The githyanki and githzerai are implacable foes of both their former illithid masters and of each other. The relationship between these three races is one of millennia-long animosity and violence. In a very literal sense, the mind flayers created the githyanki and githzerai. They are the ultimate result of generations of selective breeding of illithid thralls. The base race from which these two derived is unknown; gith progenitors might have been brought to the distant past from the illithid empire at time’s end, or they might have simply been a race of the mundane world captured during the fi rst great mind flayer incursion from the future. Even the gith do not know. In any event, they are now suffi ciently removed from their origins that the base stock is of interest only to historians. The githyanki and githzerai are more similar than either race ever admits. There can be no doubt that at some time, not that long ago (in absolute terms), these two races were actually one. The split actually occurred after the gith won their freedom from the mind flayers. The schism that divided them into two camps was philosophical and social, not racial. The hatred that it spawned was so intense, and still runs so deep in both societies, that they can’t coexist on the same plane. The githyanki have chosen to live in drifting fortresses secreted on the Astral Plane, while the githzerai hide their monasteries in Limbo. From these strongholds, both races foray to the Material Plane to seek vengeance on the mind flayers. The githyanki are primarily a race of warriors and wizards, while the githzerai favor the monk and rogue classes. While it is clear to outsiders how much these two groups could help each other, the thought is anathema to them. If githzerai encounter githyanki, they gleefully slaughter each other. Only the immediate opportunity to slay their common foe causes them to stop fi ghting and work together. This animosity serves the mind flayers well. If the gith ever were to unite, combining their unique strengths and their vast knowledge of the planes, the future would look bleak for mind flayers. Clearly it is in the illithids’ best interest to keep their two most relentless foes at each others’ throats as long as possible. Specifi cally, the mind flayers take steps to prevent their enemies from becoming too numerous or too powerful. They recruit spies among the githzerai and githyanki: members of those races who, through blackmail or a desire for vengeance, have turned against their own people. These agents not only keep the mind flayers informed about their enemies’ plans, but also continue to stir the coals of racial hatred, assuring that the two races remain separate. The illithids, on the other hand, are immune from such machinations, thanks to the all-sensing elder brains. No spy could operate for long within a mind flayer community without being uncovered, and the punishment would be the simplest and most effective of all: death without joining the elder brain. Thralls Illithid communities are filled with slaves or, more correctly, thralls. Thralls do all menial work in illithid society. They are the household servants, public workers, and draft animals. They even fill the ranks of the mind flayer armies, where their role is largely to serve as cannon fodder while powerful illithids wreak havoc on the enemy with mind blasts and mental domination. Newly captured slaves are subjected to inspection and disinfection, followed by constant psychic bombardment to ensure that they become docile and willing thralls. Those lucky few who managed to escape from thralldom describe it as a waking nightmare. The slave is always aware of what he is doing and is fi lled with revulsion at his deeds, but is powerless to resist illithid commands. The hopelessness and horror of this mental captivity bears down on the thrall as a constant weight. Many thralls are captured in raids, but not all. Some are bred selectively for strength, docility, or even coloration or height. Few thralls die of natural causes. Most become meals for their masters. Their usefulness doesn’t end at death, either. The bodies (minus the brains, of course) are fed back to other thralls. In addition to the tasks they perform, thralls provide another service to their masters. Illithids have a need to dominate lesser creatures and take great pride in the quantity and quality of their own personal thralls. An illithid with an especially valuable or exotic thrall enjoys great prestige among its peers, while an illithid without thralls is considered weak and incompetent.[/sblock] MIND FLAYER GOALS[sblock] Mind flayer society is unique in that illithids know their destiny is to dominate the universe. Illithids are not foolish enough to believe that the future cannot be changed, however, so they are not complacent. They know that the githyanki and githzerai in particular might inadvertently alter the future by destroying the illithid race. Elder brains excel at seeing the big picture. They take a long view that exceeds most races’ lifetimes. Their active schemes might involve plans that won’t reach fruition for decades or centuries. This sort of long-range planning makes it nearly impossible for outsiders to deduce what a group of mind flayers is planning. Sometimes, the mind flayers themselves don’t entirely understand why the elder brain instructs them to do certain things. In the short term, though, mind flayers work toward a few recognizable goals. They oppose and kill githyanki and githzerai wherever and whenever they locate them. They establish links to nonillithids who can be of service to them while scouting others as potential targets for raids. They seek to maintain a steady inf lux of brains for nourishment. They expand their knowledge in every area. Only through knowledge can they make accurate predictions about the future. They seek to undermine burgeoning empires on the surface. Illithids don’t see surface empires as direct threats to their eventual rise. Rather, they interfere with growing empires experimentally. In this, the whole surface world is their laboratory. By meddling in surface politics to bring about governmental collapse, mind flayers hope to learn what pitfalls to guard against when erecting their own empire. The longest-range and most ambitious plan of all is to find a means of extinguishing the sun. Mind flayers aren’t harmed by sunlight, but they hate it and avoid it at all costs. If the world could be plunged into darkness, the illithids could expand from their subterranean lairs onto the surface, where all the best brains are to be found. THE FLOW OF FRESH BRAINS The peculiar dietary needs of the illithids generate a signifi cant barrier to maintaining ties with other races. Falling into the clutches of the mind flayers ensures a horrendous fate. No matter how the mind flayers encourage necessary trade with other races, no one should ever forget that illithids must devour brains directly from the skulls of living victims to survive. How do they maintain a sufficient supply? A mind flayer must have a minimum of one fresh brain per month. Any less than that and it suffers physical debilitation, becoming so weak that it could die. Its ideal diet is one brain per week. A mind flayer that consumes one brain a week does not feel deprived. It can eat more than that for enjoyment and for the psychic boost, and it will if brains are plentiful. Typically, mind flayers consume somewhere between the minimum of one brain per month and the ideal of one brain per week, averaging one brain every two weeks and supplementing their diet with other foods. This doesn’t sound like much, but consider the effect of a community of one hundred mind flayers. To maintain their health, they need fi fty brains a week, or 2,600 brains a year. Maintaining that supply is the most important and diffi cult task facing an illithid community. The need for consumable brains is the chief reason why mind flayer communities tend to be small. Large communities (one hundred or more illithids) are rare. Cities of up to two thousand are even more so. They are so rare, in fact, that sages consider them fables. To maintain their diet, mind flayers rely on three methods: breeding their own supply, taking the brains of intruders, and brain raids. Breeding Their Own Supply Illithids maintain large stocks of thralls, and few die natural deaths. The mind flayers’ needs cannot be met entirely through stocks of slaves, however. The races that produce desirable brains mature too slowly to be effi cient livestock. Using humans as an example, and assuming that a human brain reaches “ripeness” at the age of twenty, each illithid would need more than 250 slaves just to assure its own minimum food supply. Even a small outpost of twenty illithids would need fi ve thousand human slaves in its feed lots, and a third to a half of them would be too young for heavy work. For a healthier diet, that number doubles, and it quadruples for an ideal diet. The logistics behind such a massive program make it impossible. Other races mature faster than humans. Goblins, orcs, and grimlocks, for example, reach consumable age in one-half to two-thirds of the time it takes a human . . . but they are not nearly as desirable as food. Besides the logistic issues, the brains of lifelong thralls are less satisfying to mind flayers than the brains of free individuals. A thrall has few true experiences to remember and even fewer emotions, which are the “meat and potatoes” of a nourishing, fulfi lling mind. Preying on Intruders The second method for maintaining a supply of brains involves pouncing on intruders that wander too near illithid strongholds: roving monsters, imprudent traders, and, best of all, adventure-seeking heroes. While the active, experience- and magic-fi lled minds of adventurers are considered among the tastiest of all, they are few and far between. Harvesting such brains involves considerably more than an average level of danger. Wizards and paladins who come armed with potent spells and magical weapons put up a strong fi ght. The greatest drawback to this method is that intrusions occur too infrequently to be more than a happy surprise for mind flayers. Brain Raids The third—and only reliable—solution for illithids is to capture the brains they need through constant, aggressive raids. Brain raids can be far-ranging, since illithids prefer not to depopulate their immediate vicinity. They prey on both the subterranean and sunlit worlds. Below ground, their favored targets are drow, kuo-toas, duergar, deep dwarves, deep halfl ings, and derro (chiefl y because of their delusions of grandeur, which lend their brains a pleasing tanginess). Goblins, hobgoblins, and grimlocks are consumed when necessary, and sometimes become staple foods, but they are not highly rated due to their mundane intelligence and lack of imagination. Creatures such as umber hulks and xorns become illithid food from time to time, but more for their exotic nature than anything else. Illithids avoid eating troglodytes in all but life-or-death emergencies. The surface, with its wealth of warm-blooded humanoid races, provides better hunting. Humans, halfl ings, elves, and dwarves are the most prized. Orcs, goblins, ogres, and hobgoblins that live on the surface are regarded more highly than their subterranean cousins. Sprites, nymphs, satyrs, and other faerie creatures are hard-to-catch delicacies. Raids come in two varieties, distinguished by whether the goal is food or captives. Food raids are easy to organize and short in duration. A few mind flayers marshal their psychoportive powers to teleport or travel astrally to a target location. Once there, they either set up an ambush or burst in upon their victims for maximum surprise. After feeding, they return home and the raid is over. Such raids have wiped out entire villages over the course of months when several mind flayers decide to return repeatedly to the same location to feed. Ten mind flayers, each taking a victim a week, kill one hundred and thirty people in a single season. Because they almost always take the strongest first, a village’s ability to resist (typically inadequate to begin with) can be wiped out before the inhabitants even understand what’s attacking them. Once the leaders and strongest warriors are gone, those who don’t flee to safer havens live only until a raiding illithid tracks them down. Mind flayers are careful to cover their tracks. They don’t leave bodies lying about with emptied skulls to testify to the identity of the attackers. A town under this kind of mind flayer attack simply experiences mysterious disappearances. Knowledgeable hunters of illithids can estimate the number of illithids involved by counting the disappearances in a week, assuming that all the missing are reported (which might not be the case in a city or large town). From the raiders’ perspective, raids for captives prove much more complex and require a great deal of logistical planning. The chief problems include the difficulty of transporting thralls to the site of the raid (since thralls are needed to round up and manage the captives), and the means of bringing the captives back to the mind flayers’ home without suffering reprisal attacks. These tasks are typically beyond the mind flayers’ psychic capability. Too many people are involved. For a raid projected to capture one hundred able-bodied adults, mind flayers would want to bring along at least twenty thralls, and possibly as many as fi fty if resistance is expected. For a raid targeted at a town 200 miles from the illithids’ home base, a sizable caravan must travel undetected to the raid site and then home again with unwilling captives in tow. On the outward journey, the target could be reached in four days, but the return journey involves much greater danger. The captives are driven hard to cover 30 or 40 miles a day. To keep the caravan light, they are fed very little. Many die of exhaustion, exposure, or grief along the way. A hundred-captive caravan racing 200 miles to safety might expect to lose as many as half its captives by the time it reaches its destination. Such an undertaking carried out on the surface and through inevitable cycles of day and night exposes mind flayers to much greater danger than they are willing to accept. To reduce the danger, they seldom travel with the captives. Herding is left in the hands of conditioned thralls. The illithids use psionic or magical means to travel instantly and safely. They might check on the caravan nightly, when they feel more secure on the surface. Otherwise, they are unlikely to be found in the company of a slave caravan. To improve the odds of bringing in a large batch of slaves effi ciently, raiders travel below ground as much as possible. Twisting caverns beneath the surface are more extensive than most surface dwellers realize. By planning their raids carefully and undertaking some judicious engineering, mind flayers can restrict the distance their raiders need to travel on the surface to a few miles. Emerging from natural or thrall-dug cave openings, the thrall warriors and their illithid overlords strike a village in the darkness, slaughter indiscriminately to spread terror and subdue the survivors, round up the best men and women, and, with a hard push, are back underground again before the sun comes up. To militias and feudal leaders unfamiliar with mind flayers and their tactics, such a raid appears as a terrifying and inexplicable incident. By sticking to meandering, subterranean pathways, the raiders might lengthen their journey by a hundred miles or more. The added travel time is well worth it for the greater security and chance of success that it provides. If pursuers follow the captives into the underground, they must deal with mind flayers on the illithids’ own terms—never an attractive proposition. EXPANDING KNOWLEDGE Mind flayers gather knowledge in four ways: They purchase it from traveling merchants, steal it directly from the minds of traveling merchants, absorb it from the brains of their victims, or read it from the minds of their captives. None of these methods are ever used in isolation. More than any other race, mind flayers are aware of the ways in which faulty perception and personal interpretation can distort facts. They always seek to verify important information with multiple sources. Mind flayers are most interested in news about happenings on the surface of the world, what the drow are plotting, anything having to do with githyanki or githzerai, news involving their own activities, and important astrological or magical discoveries. They are interested in everything else, too, but these subjects command their attention. INTERFERING IN POLITICS Few surface dwellers understand how and why mind flayers involve themselves in the affairs of surface realms. Most would be even more surprised to learn that the illithid infl uence is not entirely negative. Mind flayers have been known to intervene to prop up failing governments or aid weaker societies against encroachment or invasion by someone stronger. Of course, it’s impossible to aid one society in that way without acting at another society’s expense, so “positive infl uence” depends on the point of view. If a society is plunged into anarchy and desolation to allow another to expand, the interference that brought about that change of fortune can hardly be considered positive. Mind flayers find it surprisingly easy to influence surface politics, using their tremendous psionic ability to read and implant thoughts. Their machinations are always behind the scenes. They alter the mind of a king or queen directly when that sovereign is strong, or they work through the minds of advisers and sages when a monarch is weak-willed. The reverse experiment is also a worthy exercise: infl uencing a strong-willed monarch through his councilors, and adding decisiveness and purpose to weak rulers. The extent of this manipulation is impossible for surface dwellers to judge. Few ever become aware of it, and they are seldom in a position to do anything about it. In cases where a seemingly healthy monarch or noble abruptly begins acting in a way irreconcilable from his or her established beliefs, the possible cause might lie beyond senility, madness, or demonic possession. A wise court wizard would do well to guard his sovereign against mental manipulation. Contrary to what some believe, illithid motivation for meddling in surface politics does not involve creating chaos or instability for its own sake; that is mainly a side benefit, from their perspective. In truth, the elder brains seek to understand the dynamics of the rise and fall of kingdoms, empires, and civilizations. The history of their own, original rise from obscurity to universal domination is lost to them—they don’t know how they did it the fi rst time. Now that they have been given a second opportunity, they intend to maximize their chances of doing it right and making it last forever. To that end, they want to explore every pitfall, every catastrophic decision, and every nuance of rule, warfare, diplomacy, and governance through surface proxies. EXTINGUISHING THE SUN The idea that the mind flayers are destined to one day rule the universe is alarming enough. Even more horrifying is the thought that they might fi rst reshape the universe to make it more amenable to their purposes and to hasten their ascendance. Their peers might consider them insane, but a few elder brains actively work toward the goal of putting out the sun. They draw their inspiration from the massive psychic detonation that hurled the remnants of their civilization backward through eons of time. If concentrated, focused psionics could accomplish that, they reason, why couldn’t it accomplish something else just as cataclysmic? Rational minds counter that while the jump back in time was necessary, it was also drastic beyond measure, could easily have failed with catastrophic results, and left such destruction in its wake that centuries would be needed before the surviving mind flayers were able to establish their dominance again. In other words, the risks outweigh the potential gain, since the sun and other stars will burn out on their own without aid from the mind flayers. All that’s needed to bring about universal darkness is patience. Because this plot finds little acceptance among the wider illithid community, elder brains that pursue it do so quietly. In some cases, they keep their agenda hidden even from the mind flayers that serve them. Only a few of the most fanatical societies work openly for this goal. Most mind flayers acknowledge that it would be a tremendous accomplishment, but they simply believe that it cannot be done. As a counterpoint, some illithids believe it would be more realistic to fi nd ways for their race to exist comfortably and function effectively in daylight. This type of practical thinking enjoys greater acceptance among mind flayers, even though most cannot imagine living in the light without protective gear. Being immersed in sunlight is nearly as horrifying to an illithid as is the thought of drowning in blood to a human.[/sblock] LAGURNO, ILLITHID SEPT (The PC's Home)[sblock] Lagurno is a typical mind flayer community. The description below covers details of this specific sept (hidden city) as well as general characteristics of other illithid communities. Lagurno consists of two distinct sections: Upper Lagurno, the duergar village that most visitors encounter first, and Hidden Lagurno, which lies almost 200 feet below, linked by spiraling secret ramps. The duergar village is home to the mind flayers’ thralls. It also serves as a red herring to throw off anyone searching for evidence of the illithids’ presence. APPROACHING THE CITY Mind flayer communities place a high premium on stout defenses. Illithids have few friends and many enemies who would go to great lengths to destroy a mind flayer town or kill an elder brain. Lagurno is no exception to this rule, and the illithids of the community vigilantly maintain their defenses against attack. Thrall Patrols Illithids regularly patrol the tunnels and passages leading to Lagurno. Mind flayers frequently lead these patrols, but if they determine that they need to conceal their presence for a time, they dispatch patrols consisting of nothing but dominated thralls, counting on the power of their mental abilities to hold the thralls to their exacting orders. Urophions The passages in the immediate vicinity of Lagurno are guarded by urophions, horrible illithid ropers. Urophions lay their ambushes in areas where passages become narrow, twisting, and rough, with mazelike side passages winding into darkness. The correct path might be easy enough to follow by the signs of passage on the stone floor, but the constricted tunnels heavily favor the urophions. About half the time, a urophion operates in solitude. The rest of the time, two or more urophions work in concert. These groups are much more dangerous. They allow intruders to move past the first urophions; the last one springs the ambush, then the others seal off the route of escape. Inquisitions If the mind flayers of Lagurno become aware of an intrusion into their hidden city, as opposed to adventurers bumbling around in the passages around the thrall village, they quickly and efficiently organize inquisitions to hunt down and destroy the intruders. The Final Defense The last line of defense for the community is the elder brain itself. The elder brain constantly scans passages and tunnels in and surrounding the city with its divination magic, looking for any living, thinking creatures. If it finds sentient beings that it cannot recognize or identify, it mobilizes active defenses against the intruders. As long as intruders remain outside the elder brain’s zone of telepathic awareness (more than 350 feet from the brain, in other words), standard defenses against scrying magic should serve to conceal them from its searching mind. The elder brain is an exceptionally potent psion, and its divinations are powerful enough to shatter simple defenses such as nondetection. Within the elder brain’s zone of telepathic awareness, there are few ways to avoid being detected. Standard defenses against clairvoyance and clairsentience don’t work because the elder brain doesn’t search for visual or audio clues; it scans for thought. The only effective defense is one that shields a character’s thoughts from any sort of detection, not just mind reading. UPPER LAGURNO Upper Lagurno appears as a normal duergar village in most respects. Huts of stone with moss roofs crowd the center of town. On the lower side, a collecting pool stores water that drips from overhanging stalactites. Animals are penned or kept in sunken pits. Mushrooms grow abundantly in side caverns. In other words, nothing readily apparent about the village alerts anyone that it’s more than meets the eye. Almost every illithid community uses its thralls as a form of camoufl age. Because the mind flayers rarely linger in the thrall village without good reason, travelers logically assume that the duergar (in this case) are the masters of the place. The entrance to the illithids’ deeper lair might be hidden inside a home, a temple, a well, a protected cave, or another secret location. It is designed to blend into the site and not stand out or attract attention as an unusual structure. It won’t necessarily be the biggest, cleanest, strongest, or bestprotected edifice in the village. The entry point to the mind flayer community proper is always guarded (from the inner side) by illithids that visually inspect and mentally scan everyone seeking entrance. Three illithids remain on hand to perform this vital service at the entry point to Hidden Lagurno at all times. The job rotates among members of the community, and they consider it a high honor to perform the duty well. All the duergar in the village of Lagurno are thralls. The population of the village is about 300, including 125 adult males, 105 adult females, and 70 juveniles. HIDDEN LAGURNO Below Upper Lagurno lies the mind flayer sept known as Hidden Lagurno. Few nonillithids who set foot in the spiraling tunnels descending to Hidden Lagurno leave it again—except as mind-dominated thralls. Hidden Lagurno is virtually lightless. The mind flayers need no illumination, and they hate its presence. The only lighting is for the benefit of thralls, and it’s very dim in areas frequented by mind flayers. Those with the ability to see the mind flayers’ architecture discern dripping walls carved in twisting, writhing patterns reminiscent of tentacles twining around themselves. Moisture glistens everywhere. Thralls shuffle listlessly here and there, apparently carrying out errands but with no sense of urgency. Silence reigns. Upper levels of structures are accessible by ramps and stairs, even though not all illithids need them. Sprinkled about the area seemingly at random are stocks built to restrain a humanoid creature by clamping down on its neck and wrists. Observers might realize with some horror that these are the mind flayer equivalent of dining tables. Although a small community (Lagurno houses only a few hundred illithids and about three times that many thralls, who live in the upper village), Lagurno covers a large area. Passageways are broad and seem to stretch for needlessly long distances between areas. Mind flayers like to have a lot of personal space. They enjoy solitude where they can be alone with only their thoughts and the elder brain’s omnipresence. The vast hallways provide them with solitude in their self-imposed confinement below ground. Central Plaza Illithid communities organize around a central plaza. It’s not known if this has always been so or if it’s an outgrowth of their current subterranean existence. The central plaza is large by subterranean standards, but despite the opulence, an air of ancient decadence hangs over the scene, heightened by the forms of illithids moving silently or conversing wordlessly, their tentacles writhing in a sickening dance. The main feature of the plaza is a great fountain surrounded by a pool. Smaller fountains and pools are arranged symmetrically around the primary fountain. Some of these serve as baths for illithids to keep themselves clean and their skin moist. Others, especially fountains with wide sprays, primarily function to keep humidity high in the cavern. The walls and pillars of the chamber are carved so that they seem to undulate beneath their glistening layer of dampness. Ramps circle the walls, leading up to doorways and overhanging balconies. The walls of this spacious chamber are honeycombed with the illithids’ individual dwellings. Every illithid, even the very youngest, has its own living space. The size and location of each space varies according to status. Living spaces at ground level are reserved for the most esteemed: community leaders, favorites of the elder brain, the most powerful psions and wizards, great hunters, and even popular performance eaters. As the living spaces rise above the level of the plaza, they become smaller, less intricate, and less prestigious. Top-level spaces are small, roughly excavated, and meant for young illithids. Ironically, the highest spaces go to those least capable of reaching them, and the lowest to those that don’t truly need their convenience. This is the elder brain’s concept of motivation. Balconies and walkways all around the walls of the plaza connect by spiraling ramps, but illithids with the power to levitate float majestically to the levels of their living spaces. To an outside observer (assuming he could see anything in the gloom), an illithid plaza is unnerving not only because of its alien, organic-seeming architecture, but because of its unearthly silence. Mind flayers in flowing robes walk slowly along the ramps or float telekinetically from level to level while others drift languorously in dark, indifferent pools of steaming liquid, all in near-complete silence. Only the splashing of the fountains and the occasional grunt or scream of a thrall being punished—or devoured—breaks the hush. At any given time, about twenty mind flayers mill about in this plaza, with thirty more in their living spaces. Approximately the same number of thralls attends them. While thralls are scarce in many parts of Hidden Lagurno, they outnumber illithids in the plaza because common thrall errands (carrying messages, stonework, menial labor, and meal service) bring them here. Fresh Capture Pit From time to time, large numbers of captives are brought en masse to an illithid stronghold. The spells and psionic abilities that transform a captive into a thrall include difficult, high-level powers. Enthralling fifty or more captives is a time-consuming process; it could take weeks before all are broken. While their wills are still free, captives are confined in a pit about 20 feet deep and 100 feet wide with smooth, vertical sides slick from condensation. The only way in or out is to be raised or lowered telekinetically or, if a suitably powerful mind flayer is not available to perform the telekinesis, by a winch operated by thralls. In Hidden Lagurno, the duergar, drow, and grimlocks confined to the pit live a truly wretched existence: filthy, half starved, and sometimes packed in so tightly that there is no room to lie down or even sit comfortably. They mill about weakly or lie in the filth covering the fl oor. They find release from the pit only if selected for enthrallment, experimentation, ceremorphosis, to become a meal, or for some other twisted illithid purpose. The greatest number remains in the pit until they are eventually eaten. Depending on the kind of creatures trapped, lethal battles and even cannibalism occur, especially when the supplied food and water are insufficient. The pit in Hidden Lagurno can accommodate two hundred captives without being stacked to capacity, or three times that number if they are packed in tightly. On a day-to-day basis, the typical occupancy reaches one hundred to one hundred and fifty captives. Thrall Barracks Most of the duergar live in Upper Lagurno, serving as camoufl age for the mind flayer settlement beneath. The mind flayers of Hidden Lagurno also retain a number of other useful thralls—large, powerful monsters such as ogres, trolls, minotaurs, or even giants that serve as the city’s elite defenders. The sudden appearance of disparate groups of monsters cooperating together could be a clue to the presence of mind flayers in an area. The thrall barracks are much cleaner and more comfortable than the capture pit. Thralls who have been broken to mind flayer rule are assets, and it’s not efficient to treat them so badly that they can’t work at full strength. Small, doorless sleeping-cells and silent dormitories comprise most of the thrall barracks, which remain quiet and orderly despite the number of potentially hostile creatures forced to live in such close quarters. Hidden Lagurno’s thrall barracks are home to about one hundred and fifty thralls of various races, including a hundred humanoids (mostly duergar, grimlocks, orcs, and a few luckless humans) and forty giants (mostly ogres, trolls, and a few ettins and hill giants). Minotaurs and rarer monsters make up the rest of the thralls here. To be fully effective, new thralls need to adjust physically to their enslavement. Thralls might be assigned tasks by the mind flayers that they had no previous training for—as miners, valets, cooks, or warriors. Some are instructed in the fine points of acting as a mind flayer’s personal servant. Others learn to handle a stone drill and mallet, practice fighting with dulled weapons, or are simply taught to receive punishment without crying out. Illithids place very little value on the life of any individual thrall, but they abhor wastefulness. A thrall that kills itself and possibly others by causing a tunnel under construction to collapse has wasted not only its own life (a demonstrably useful commodity) but also the lives of other trained thralls and the time needed to redo the work. Consequently, the barracks include large classrooms and training pits, where new thralls train for the work they are destined to perform as slaves. In some cases, thralls are brought back for retraining if they prove unsuitable for their assigned work because of advancing age, physical infirmity, injury, or a rebellious temperament (though thralls in this last category more often than not end up on the menu). The mind flayers have developed a highly effective program of rewards and punishments to spur training. By the time a thrall completes its indoctrination, it is docile, ready to work, and eager to please. Older thralls carry out most of the instruction, under the supervision of five mind flayers. Bazaar When goods are brought in from outside, they are “sold” in the bazaar. Here mind flayers purchase fine cloth or tailored clothing, meat and other food besides brains, psionic or (rarely) magic items, books, furniture, and all the other necessities of daily life and study as a mind flayer. This area is instantly recognizable as a market. Tables bearing goods of every variety line the chamber in orderly rows. Merchants with wares to sell haggle soundlessly with customers over goods and services. The “merchants” are duergar thralls who purchase goods from outside vendors in Upper Lagurno. Merchants of other races are not brought into Hidden Lagurno, except as thralls. Despite their alien nature, mind flayers carry on the business of buying and selling in a familiar way. The chief difference is that mind flayer communities operate without money. Their economy is based on a complex system of barter for services, favors, or training. Cheating and fraud are impossible because the elder brain makes note of every transaction and enforces the system. It’s not uncommon for a mind flayer to owe dozens of debts and be owed just as many in return, with no doubt that all will be paid. Although they have no need for money, some illithids do accumulate gold, silver, and other forms of treasure for its beauty, for its usefulness in procuring objects from other races, or because of an innate desire to hoard. This acquisitive behavior is not considered aberrant unless it becomes obsessive. Performance Eating Arena This chamber forms a stadium. A stage occupies the lowest, central spot, with stone benches arranged in a semicircle above it. The stage features a wooden stock shaped like a small table with a hole in the center. The tabletop is hinged so that it can be opened like horizontal stocks and then clamped around a person’s neck, with the trapped person facing the audience. Illithids need one brain per month to meet their minimum physiological needs for survival. Many eat more than that, depending on their status within the community and their personal success at hunting. Even the most compulsive brain gourmand is restrained by the need to protect the community’s whereabouts and by the elder brain’s commanding presence. The fact that mind flayers can exercise control in their appetites does not lessen their hunger for more brains. They have arrived at a peculiar solution to this problem: performance eating. Illithid performance eaters train to extract every possible nuance from the eating experience. They give careful consideration to how the victim is fed and treated prior to the performance, how it is restrained during the performance, and the physical process of extracting and consuming the brain. This exquisite culinary event is shared with the audience through telepathic means, so that every illithid in attendance experiences the meal as if it were the one eating the brain. Adventurers captured by illithids often suffer this fate. Their unusually active, exploit-filled minds are widely acknowledged as the most delightful to illithid senses. Further, free minds that have never been enthralled are considered superior to those of slaves. Through performance eating, every mind flayer in the community can experience the thrill of eating such a fine brain. Much of the time, this auditorium is empty. Eating performances occur several times a week, but most are small events with only a dozen or so mind flayers in attendance. Large, multimeal special events that draw most of the community occur perhaps once every two weeks. The hall also hosts other activities including lectures, demonstrations, debates, and even theatrical performances. Sometimes thralls are forced to perform classical plays. Laboratories and Workshops These rooms could be the well-stocked labs of any college of wizards or alchemists. They are filled with books and scrolls, bubbling beakers, complex mechanical apparatuses in varying stages of completion, and cadavers and body parts that appear to be the objects of study. Mind flayers are curious; it is one of their few admirable qualities. When they turn their powerful intellects to a problem, they investigate all potential channels for solving it—psionic, magical, and scientific. Illithids can be found working on any number of devices in their labs, some of which would horrify any nonillithid investigator. On a typical day, ten illithids occupy the labs, along with fifteen thrall servants and another ten to twenty thralls being used as test subjects. Nutrient Vats Dozens of stone vats, each the size of a large laundry tub, dot the floor of this chamber. Occasionally, a bubble rises slowly to the surface of one of these steaming pots, struggling to burst through the skin that forms atop the fluid and befoul the air. The floors and walls are streaked with dark stains. A dozen thralls wearing masks stir the fetid tanks or add matter to the stew. Mind flayers derive vital psychic and physiological sustenance from consuming brains, but their bodies also need larger quantities of “normal” nutrition to survive. Some of this comes in the form of meat no different from what a human or dwarf would eat. Most of it is ingested in the form of a nutrient soup fermented in these vats. Proteins in many forms are added to the tanks, then siphoned off for consumption when “ripe.” Mind flayers derive pleasure only from eating brains. All other consumption serves to keep the body functioning and healthy but it is not a source of enjoyment. Temple of Ilsensine The far end of this long, gently curving hall features an idol of a massive, disembodied, floating brain trailing long ganglia. The stone tendrils twine across the floor in confused knots before separating at regular intervals into rising columns that seem to writhe toward the ceiling. Braziers of incense fill the air with a scent of spices so cloying it overwhelms the lungs and stings the eyes. This carved image of Ilsensine is believed by mind flayers to be a very good likeness and approximately life-size. Since illithids don’t truly worship the deity, they wander in only as the mood strikes them to make sacrifices or request boons. Chambers attached to the central temple house the five clerics and seven acolytes that serve the god. These clerical mind flayers seldom leave the temple sector. On rare occasions, they conduct processions through the central plaza or to extract their pick of the thralls and captives from the pit for unknown purposes. Sometimes they move silently through the community on unknown errands. Their purposes and accomplishments are not well understood by other mind flayers, but the elder brain sanctions everything they do, so their activities are not questioned. These servants of Ilsensine have no cleric levels at all. Two are sorcerers; the others are simply normal mind flayers trained in the lore of Ilsensine, choosing ranks in Knowledge (religion) in preference to other fields of learning. Birthing Pods Ceremorphosis is not an easy process. The body suffers fits of madness, delirium, terrible convulsions, and worse as the brain is slowly devoured. When a tadpole is implanted into a host body, it is brought to this moss-lined chamber to complete the week-long transformation. At least one mature illithid and one or two thralls watch over the twitching, convulsing body to prevent it from injuring itself and to occasionally wash the filth from its body when it momentarily stops thrashing. Mind flayer “births” are rare, so most of the time, these chambers are empty. They could be used for more than one ceremorphosing tadpole at one time, but that seldom happens. The Pool of the Elder Brain The elder brain lives in a pool that dominates the center of the chamber. The pool is about 10 feet deep and 50 feet in diameter, surrounded by a wide lip intricately carved with images and Qualith inscriptions. The liquid in the pool is dark, swirling, and foul smelling. Countless small shapes (illithid tadpoles) swim to and fro in the murk. At the bottom of the pool, the formless mass of the elder brain stirs listlessly, seen more as a shadow than a discernible shape. Mind flayers regard the protection of the elder brain against direct attack (mainly from githyanki and githzerai, their most implacable foes) as the most important duty of the sept. Unlike other chambers in Hidden Lagurno, the pool of the elder brain is protected by a large, sturdy door that is kept barred and psionically sealed from the inside. Anywhere from three to five mind flayers are constantly in attendance in this chamber, minding the pool and ready to respond to any request the elder brain might make. Normally, only mind flayers are permitted to enter, but on rare occasions, the elder brain indicates that particularly interesting captives should be brought before it for inspection and questioning.[/sblock] [/sblock] Pictures of Mind Flayers[sblock] [img]http://www.wizards.com/dnd/images/xph_gallery/80514.jpg[/img] [img]http://www.wizards.com/dnd/images/xph_gallery/80455.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88108.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88109.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88112.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88115.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88146.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88147.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88154.jpg[/img] [img]http://www.wizards.com/dnd/images/lom_gallery/88155.jpg[/img] [img]http://www.waynereynolds.com/PaizoGallery1A/4.jpg[/img][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Mindflayer Themed Campaign (Recruiting Closed!)
Top