Jürgen Hubert
First Post
An excerpt from my setting:
"Mind Flayer
These beings originated on the planet Calturus. It is wrong to see them as a normal, independent species like human - rather, they are a strage type of parasites. Their tadpole-like larvae are put on a living host body, where it will burrow into the skin and slowly transform its host into a mind flayer over the course of a month (a cure disease spell can reverse the process). If the host makes a Fortitude (DC 25), the larva is rejected and the transformation won't take place. The common, basically humanoid form of the mind flayer is the result of putting a larvae into a humanoid host (like humans, elves, hobgoblins...), but other combinations are possible - in fact, few living beings can not be infected. The only constants are the slimy skin, and the bulbous head with four tentacles hanging from it. In general, mind flayers prefer larger hosts, as their size allows for larger brain cases and thus more intelligent illithids, but this is tempered by the fact that most large hosts bodies are likely to reject the larvae, which could lead to unacceptable losses, and because larger illithids require more brains to feed them than can be aquired by the community. As a result, medium-sized humanoids are the most commonly encountered mind flayers. Small and Tiny illithids are usually only created for special tasks, such as scouting. Attempts at creating Gargantuan illithids are extremely rare, as some failures (when the host creature rolls a natural 1 on its Fortitude saving thow) create the abominable neothelid (see page 150 in the Psionics Handbook for details).
Only the most learned of sages might know what kind of beings were used as hosts by the mind flayers on their home world.
Creating an illithid
"Illithid" is a template that can be added to any living creature (referred to hereafter as "host creature" when indicating the individual host, or "host species" when indicating the species of the host) except for elementals, oozes, some outsiders (DM's judgement on which outsiders are immune), and plants that are no smaller than Tiny, and no larger than Gargantuan, provided that the host creature doesn't reject the larva (see above). The creature's type changes to "aberration". It uses all the host creature's statistics, except as noted here:
Hit Dice: Change to d8. The number of Hit Dice equals that of the host species (if the host creature is larger than the average member of the host species, then use the minimum number of hit dice possible for a member of the host species of this size), or the following minimums, whichever is more: Tiny 2 HD, Small 4 HD, Medium 8 HD, Large 12 HD, Huge 16 HD, Gargantuan 20 HD.
AC: Natural Armor increases by +3.
Attacks: The illithid gains a base attack bonus equal to its total HD x 3 / 4 (as a cleric) and 4 tentacle attacks at its primary attack. This replaces the bite attack of the host creature (if any), but all other natural attacks of the host creature are retained.
Damage: The base damage for the tentacles depends on the illithid's size: Tiny 1d2, Small 1d3, Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6.
Special Attacks: An illithid retains all the extraordinary special attacks of the host species. It may, at the DM's option, retain supernatural special attacks that are created by the body of the host species, and not the mind. No spell-like special attacks are retained.
Additionally, an illithid gains the special attacks listed below. Saves have a DC of 10 + 1/2 the illithid's HD + the illithid's Charisma modifier unless noted otherwise.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a sorcerer at a level equal to the illithid's hit dice (save DC 10 + Charisma modifier + spell level).
Improved Grab (Ex): To use this ability, the illithid must hit a creature that is no more than one size category larger or smaller with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A mind flayer can grab a creature that is larger by more than one size category, but only if it can somehow reach the foe’s head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
Special Qualities: An illithid retains all the extraordinary special qualities of the host species. It may, at the DM's option, retain supernatural special qualities that are created by the body of the host species, and not the mind. No spell-like special qualities are retained. In addition, all illithids gain SR 25 and the following:
Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.
Saves: Their base saves are equal to those of a sorcerer of a level equal to their number of Hit Dice.
Abilities: An illithid gains +2 to the Strength and Constitution of the host creature, and +4 to the Dexterity of the host creature. It gains a base Wisdom score of 17. Its base Intelligence and Charisma depend on the size of the host creature: Tiny: Intelligence 15 and Charisma 13, Small: Intelligence 17 and Charisma 15, Medium: Intelligence 19 and Charisma 17, Large: Intelligence 21 and Charisma 19, Huge: Intelligence 23 and Charisma 21, Gargantuan: Intelligence 25 and Charisma 23.
Skills: Illithids recieve a number of skill points per Hit Dice equal to 2 + their Intelligence modifier. This replaces the host creature's skills. If the host creature
Feats: Illithids do not automatically recieve the host creature's feats. Instead, give them a number of feats as if they had a character level equal to their Hit Dice, plus +1 feat for every four Hit Dice they have.
Climate/Terrain: Any underground
Organization:Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 _grimlocks)
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Sample Illithid
This example uses a dire bear as the host creature.
Illithid Dire Bear
Large Aberration
Hit Dice: 12d8+60 (114 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 4 tentacles +21 melee, 2 claws +18 melee
Damage: Tentacle 1d6+11, claw 2d4+10
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Mind blast, psionics, improved grab, extract
Special Qualities: SR 25, scent, telepathy
Saves: Fort +13, Ref +7, Will +11
Abilities: Str 33, Dex 17, Con 21, Int 21, Wis 17, Cha 19
Skills: Bluff +12, Concentration +17, Hide +11, Intimidate +14, Knowledge (any two) +15, Listen +13, Move Silently +13, Spot +13, Swim +19
Feats: Alertness, Combat Casting, Dodge, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Weapon Finesse (tentacle)
Climate/Terrain: Any underground
Organization: Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 _grimlocks)
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Illithid dire bears are created fairly frequently among mind flayers - their large frames (they can be up to 20 feet long and weigh as much as 6,000 pounds) can support equally large brain cases, and since dire bears are unintelligent animals, an organized resistance to capture and conversion is unlikely. Still, their large food requirements (in brains, naturally), and the high loss rate of larvae (about a third are rejected by the dire bears) keeps illithid dire bears from being too common.
Combat
Illithid dire bears like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, an illithid dire bears lashes its enemies with the tentacles ringing its mouth, supported by its devastating claw attacks.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 20) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 14 + spell level).
Improved Grab (Ex): To use this ability, the mind flayer must hit a Medium to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A mind flayer can grab a Gargantuan or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex):A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language."
Any thoughts?
"Mind Flayer
These beings originated on the planet Calturus. It is wrong to see them as a normal, independent species like human - rather, they are a strage type of parasites. Their tadpole-like larvae are put on a living host body, where it will burrow into the skin and slowly transform its host into a mind flayer over the course of a month (a cure disease spell can reverse the process). If the host makes a Fortitude (DC 25), the larva is rejected and the transformation won't take place. The common, basically humanoid form of the mind flayer is the result of putting a larvae into a humanoid host (like humans, elves, hobgoblins...), but other combinations are possible - in fact, few living beings can not be infected. The only constants are the slimy skin, and the bulbous head with four tentacles hanging from it. In general, mind flayers prefer larger hosts, as their size allows for larger brain cases and thus more intelligent illithids, but this is tempered by the fact that most large hosts bodies are likely to reject the larvae, which could lead to unacceptable losses, and because larger illithids require more brains to feed them than can be aquired by the community. As a result, medium-sized humanoids are the most commonly encountered mind flayers. Small and Tiny illithids are usually only created for special tasks, such as scouting. Attempts at creating Gargantuan illithids are extremely rare, as some failures (when the host creature rolls a natural 1 on its Fortitude saving thow) create the abominable neothelid (see page 150 in the Psionics Handbook for details).
Only the most learned of sages might know what kind of beings were used as hosts by the mind flayers on their home world.
Creating an illithid
"Illithid" is a template that can be added to any living creature (referred to hereafter as "host creature" when indicating the individual host, or "host species" when indicating the species of the host) except for elementals, oozes, some outsiders (DM's judgement on which outsiders are immune), and plants that are no smaller than Tiny, and no larger than Gargantuan, provided that the host creature doesn't reject the larva (see above). The creature's type changes to "aberration". It uses all the host creature's statistics, except as noted here:
Hit Dice: Change to d8. The number of Hit Dice equals that of the host species (if the host creature is larger than the average member of the host species, then use the minimum number of hit dice possible for a member of the host species of this size), or the following minimums, whichever is more: Tiny 2 HD, Small 4 HD, Medium 8 HD, Large 12 HD, Huge 16 HD, Gargantuan 20 HD.
AC: Natural Armor increases by +3.
Attacks: The illithid gains a base attack bonus equal to its total HD x 3 / 4 (as a cleric) and 4 tentacle attacks at its primary attack. This replaces the bite attack of the host creature (if any), but all other natural attacks of the host creature are retained.
Damage: The base damage for the tentacles depends on the illithid's size: Tiny 1d2, Small 1d3, Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6.
Special Attacks: An illithid retains all the extraordinary special attacks of the host species. It may, at the DM's option, retain supernatural special attacks that are created by the body of the host species, and not the mind. No spell-like special attacks are retained.
Additionally, an illithid gains the special attacks listed below. Saves have a DC of 10 + 1/2 the illithid's HD + the illithid's Charisma modifier unless noted otherwise.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a sorcerer at a level equal to the illithid's hit dice (save DC 10 + Charisma modifier + spell level).
Improved Grab (Ex): To use this ability, the illithid must hit a creature that is no more than one size category larger or smaller with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A mind flayer can grab a creature that is larger by more than one size category, but only if it can somehow reach the foe’s head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
Special Qualities: An illithid retains all the extraordinary special qualities of the host species. It may, at the DM's option, retain supernatural special qualities that are created by the body of the host species, and not the mind. No spell-like special qualities are retained. In addition, all illithids gain SR 25 and the following:
Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.
Saves: Their base saves are equal to those of a sorcerer of a level equal to their number of Hit Dice.
Abilities: An illithid gains +2 to the Strength and Constitution of the host creature, and +4 to the Dexterity of the host creature. It gains a base Wisdom score of 17. Its base Intelligence and Charisma depend on the size of the host creature: Tiny: Intelligence 15 and Charisma 13, Small: Intelligence 17 and Charisma 15, Medium: Intelligence 19 and Charisma 17, Large: Intelligence 21 and Charisma 19, Huge: Intelligence 23 and Charisma 21, Gargantuan: Intelligence 25 and Charisma 23.
Skills: Illithids recieve a number of skill points per Hit Dice equal to 2 + their Intelligence modifier. This replaces the host creature's skills. If the host creature
Feats: Illithids do not automatically recieve the host creature's feats. Instead, give them a number of feats as if they had a character level equal to their Hit Dice, plus +1 feat for every four Hit Dice they have.
Climate/Terrain: Any underground
Organization:Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 _grimlocks)
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Sample Illithid
This example uses a dire bear as the host creature.
Illithid Dire Bear
Large Aberration
Hit Dice: 12d8+60 (114 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 4 tentacles +21 melee, 2 claws +18 melee
Damage: Tentacle 1d6+11, claw 2d4+10
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Mind blast, psionics, improved grab, extract
Special Qualities: SR 25, scent, telepathy
Saves: Fort +13, Ref +7, Will +11
Abilities: Str 33, Dex 17, Con 21, Int 21, Wis 17, Cha 19
Skills: Bluff +12, Concentration +17, Hide +11, Intimidate +14, Knowledge (any two) +15, Listen +13, Move Silently +13, Spot +13, Swim +19
Feats: Alertness, Combat Casting, Dodge, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Weapon Finesse (tentacle)
Climate/Terrain: Any underground
Organization: Solitary, pair, inquisition (3-5), or cult (3-5 plus 6-10 _grimlocks)
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Illithid dire bears are created fairly frequently among mind flayers - their large frames (they can be up to 20 feet long and weigh as much as 6,000 pounds) can support equally large brain cases, and since dire bears are unintelligent animals, an organized resistance to capture and conversion is unlikely. Still, their large food requirements (in brains, naturally), and the high loss rate of larvae (about a third are rejected by the dire bears) keeps illithid dire bears from being too common.
Combat
Illithid dire bears like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, an illithid dire bears lashes its enemies with the tentacles ringing its mouth, supported by its devastating claw attacks.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 20) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 14 + spell level).
Improved Grab (Ex): To use this ability, the mind flayer must hit a Medium to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A mind flayer can grab a Gargantuan or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex):A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.
Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language."
Any thoughts?