Author Topic: Mindflayers  (Read 20929 times)

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Mindflayers
« on: November 11, 2011, 08:16:15 PM »
Carnal Mindflayers
Carnal Mindflayer (Page 1)
Carnal Mindflayer Albiniid (Page 1)
Carnal Mindflayer Beholder (Page 1)
Carnal Mindflayer Bimbo (Page 1)
Carnal Mindflayer Blob (Page 1)
Carnal Mindflayer Brain (Page 1)
Carnal Mindflayer Brute (Page 1)
Carnal Mindflayer Chibi (Page 4)
Carnal Mindflayer Childer (Page 1)
Carnal Mindflayer Childer Mob (Page 1)
Carnal Mindflayer Cuttleworm (Page 1)
Carnal Mindflayer Egg Sac (Page 1)
Carnal Mindflayer Half-Illithid (Page 1)
Carnal Mindflayer Hexapod (Page 1)
Carnal Mindflayer Hulk (Page 1)
Carnal Mindflayer Medusae (Page 1)
Carnal Mindflayer Nautiloid (Page 1)
Carnal Mindflayer Queen (Page 3)
Carnal Mindflayer Selachii (Page 1)
Carnal Mindflayer Slime (Page 1)
Carnal Mindflayer Tohou (Page 3)
Carnal Mindflayer Twitcher (Page 1)
Carnal Phthisic (Page 3)


Other Illithids
Braintree (Page 4)
Eater of Knowledge (Page 4)
The God of the Black Pyramid (Page 3)
Illithid Zombie (Page 4)
Methiaken (Page 4)
Nyraala Golem (Page 4)
Plaguechanged (Page 4)
Plaguechanged Elder Brain (Page 4)
Yaggol (Page 3)
Yaggol Brain Golem (Page 4)
Taggol Elder Brain (Page 3)
Yaggol Ulitharid (Page 3)
Zytra (Page 4)

Prestige Classes
Concordant (Page 4)
Infiltrator (Page 4)
Inquisitor (Page 4)
Mastermind (Page 4)
Scourge (Page 4)
Thrall Master (Page 4)
Tormentor (Page 4)
Unseen (Page 4)
« Last Edit: February 05, 2021, 06:17:53 PM by bhu »

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Re: Mindflayers
« Reply #1 on: November 11, 2011, 08:16:30 PM »
Mindflayer, Carnal (not what you're thinking sicko monkeys)
Large Aberration
Hit Dice: 10d8+30 (75 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+16
Attack: Tentacle +11 melee (1d6+5)
Full Attack: 4 Tentacles +11 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mind Blast, Psionic Powers, Improved Grab, Extract
Special Qualities: Power Resistance 25, Telepathy 100 ft.
Saves: Fort +6, Ref +5, Will +9
Abilities: Str 20, Dex 15, Con 16, Int 17, Wis 15, Cha 19
Skills: Bluff +9, Concentration +9, Diplomacy +9, Intimidate +0, Knowledge (Psionics) +9, Listen +9, Move Silently +8, Psicraft +8, Sense Motive +9, Spot +9, Use Psionic Device +9
Feats:  Alertness, Combat Manifestation, Improved Initiative, Overchannel (Combat manifestation and Overchannel are found in the Expanded Psionics Handbook)
Environment: Underground
Organization: Solitary, Pair, Cult (3-6 plus 5-10 servants), or City (10-100)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +8


"Something about the Mindflayer in front of you seems a little off somehow.    Maybe it's the nipple rings, or the leather dog collar, or the way it keeps staring at you, but something is waaaaay off..."

When first kidnapped and brought to the Jester's Realm the Mindflayer's were in a bit of a pickle.  They were cut off from their God, the Elder Brains, and their entire society.  They also seemed to be stricken by some sort of disease, and their tadpoles were failing.  It was becoming obvious that they would no longer be able to reproduce by ceremorphosis.  Something needed to be done.  So the experimentation began, and eventually success was achieved at a horrible price.  They now reproduced by the traditional method: having children.  The accompanying changes also partially broke their minds driving them into mild lunacy.  The resulting Mindflayers are much bigger than usual, and bulkier.  They don't require eating brains to live, but are still addicted to them.  While their society still (vaguely) resembles that of their ancestors, their newly Chaotic nature makes predicting what they will do or dealing with them an exercise in extreme patience.  One might believe he is lord of the world (despite all evidence to the contrary).  One might be obsessed with convincing pert young drow boys that joining her harem is a normal rite of passage for all drow men (really she swears).  One might think that fire is the solution to all of life's problems (many of which are also coincidentally cause by his constantly setting fires).  All of them are obsessed with slavery.  Mostly to have minions to babysit their slavering carnivorous offspring (The Mindflayers haven't taken to parenting well). Carnal Mindflayers are usually at least 8' tall, and at least 500 lbs. They still speak Undercommon.

Psionic Powers: A Carnal Mindflayer manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone.  Anything in it must make a DC 19 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based.  This power is the equivalent of a 4th level spell.

Improved Grab (Ex):  If the Mindflayer hits a Small, Medium, Large, or Huge creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it can attempt to attach its remaining tentacles with a single Grapple check.  The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly.  This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Combat: Carnal Mindflayers are an unpredictable bunch.  Each one is an individual and has their own fighting style they prefer.

Requested variant:

ILLITHID, CARNAL
   
"I wouldn't recommend sex, drugs or insanity for everyone, but they've always worked for me."

 Carnal Illithids appear as gangly versions of regular Illithids with several important differences.  First, they have genders and genitalia.  Second they come in a wide variety of colors and textures, and have wildly different tastes in clothing, ettiquette, and approaches to life.  Also most of them are completely batshit crazy.

ILLITHID RACIAL TRAITS
·   +2 Intelligence, +2 charisma, -2 strength, -2 constitution. Illithid are (or were in some cases) exceptionally intelligent and persuasive. However, their bodies are generally weak and frail.
·   Size Class: Medium
·   Aberration: Illithids are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
·   Illithid base land speed is 30 feet.
·   Darkvision: Illithid can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, an Illithid can function just fine with no light at all.
·   Naturally Psionic: An Illithid gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
·   Telepathy: An Illithid can communicate telepathically with any creature within 100 feet that has a language.
·   Psi-like ability: 1/day- Mind Thrust. Manifester Level is equal to 1/2 HD. The illithid gains additional uses of this ability each day equal to their charisma modifier.
·   Brain Candy: Illithids cut open the skulls of captives to eat their brains, not only because brains are a potent food source for them but a sort of drug (see Book of Vile Darkness page 41 for drug rules).  See below for effects.
·   Automatic Languages: Illithids know Common and Qualith.  Bonus Languages: Generally whatever race is unlucky or stubborn enough to live near them.
·   Level Adjustment: +0
·   Favored Class: Wilder

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 50
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d12
 Base Weight: Male: 150 lbs.   Female: 110 lbs.
 Weight Modifier: (x2d6) lbs.

ILLITHID CHARACTERS
 If you're looking to play an eccentric mad scientist, possibly specializing in telepathic abilities, look no further than the Carnal Illithid.  They're about as mad as it gets.
 Adventuring Race: Carnal Illithids go on adventures to acquire slaves, fodder for experiments, rare materials, or to satisfy personal obsessions.  Individually their goal is to increase their personal power/wealth.  Collectively there goal is to find a way to return to ceremorphosis or at least make sexual reproduction less insanity inducing.  Converting to an Alhoon has a much smaller stigma as the lack of sexual appetite brought on by becoming undead is seen as a sweet relief from one's burden once one has reproduced (and a way past the shorter lifespan brought on by their mutations).
 Character Development: Illithids are scholars and scientists.  Their species has lived without sex for centuries, and the idea is a foreign concept to them as 'people skills' aren't something they've traditionally ever had.  To suddenly be given the hormones of a 16 year old whose been freebasing testosterone is disturbing to them (and just about everyone else for that matter).  Most find some sort of coping mechanism that's frowned upon by their society (much like sex was) and they spend their time hiding their habits from one another driving them further apart than ever.  This has given rise to a great many Half Illithid children among the slaves as ironically the 'lesser races' are far more understanding and sympathetic than their own kind (and by sympathetic we mean willing to trade snugglin' for not having their brains sucked out).
 Character Names: Illithid names are telepathic gibberish unpronounceable to others.  They usually adopt a name that other beings can call them.

ROLEPLAYING AN ILLITHID
 You are one batshit crazy sonofabitch.  You're also pretty brilliant, strangely charismatic, and you remind social outcasts of the hentai they fondly perused as a teenager.  Virtually no one of your species trust one another so most of your confidants are slaves/personal psychiatrists/concubines (you need someone to talk to and gratify your urges with, but can't ever let them go for fear they will tell others of your personal...eccentricities).
 Personality: Carnal Mindflayers have a problem being as they were formerly fairly emotionless, and now due to reproducing the good old fashioned way as opposed to ceremorphosis they have hormones (and with them emotions).  Their hormones are not well controlled and their bodies have not yet adapted to them, leaving them prone to mood swings, obsessions, and insanity.
 Behaviors: In mixed company Carnal Illithids are restrained, refrain from 'speaking' unless they have to, and rarely look one another in the face.  They try to pretend all is normal.  The gloves come off in private where they may break down weeping, beat inanimate objects they blame for their condition, conduct extensive interviews among their slaves about their races mating habits, and a great many disturbing and unusual acts.  Lets just say you don't wanna find yourself locked in a room with them.
 Language: Illithids do not have a spoken language, communicating by means of telepathy.  Their language in written form is known as Qualith, and is very difficult for other races to learn.

ILLITHID SOCIETY
 Carnal Illithids have very little society left.  They will temporarily cooperate towards mutual significant goals but quickly retreat to their personal dwellings after.  They are shamed by their new emotions and what they regard as a lack of self control due to being Wilders as opposed to Psions.  They are each a massive bundle of neuroses and psychosis wrapped around a powerful psionic core.  Occasionally they do 'let their hair down' during occasional public festivals meant to blow off steam but they wear items made to protect their identities the entire time.
 Alignment : Forcible separation from the Elder Brains and Ilsensine has driven most Carnal Illithids violently insane.  They were required to undergo horrifying experiments to revert to sexual reproduction, and the pain has left them without mercy or empathy.  The first few generations are almost universally Evil.  Later generations have mellowed somewhat, but the chaotic mutations they endure (along with the lack of control by teh Elder Brains) has left their society somewhat bereft of direction, and as a result most of them are Chaotic.
 Lands : As usual Carnal Illithids despise the sunlit world and it's races.   For this reason they make their homes in the Underdark or in the dimly lit places of the world.
 Settlements : Illithids need humanoids as food for their young, fodder for experimentation...and for less wholesome pursuits.  Suffice to say it is wise to avoid falling into their hands.  It's rare that they move from their centers of power but the do set up underneath humanoid cities sometimes when in need.
 Beliefs: Ilsensine cannot reach the Jesters Realm, and as such the Illithids have had to find new Gods.  Miko the Goddess of Tentacle Monsters is a favorite, but many have eschewed worshiping Gods in favor of trying to become one (with a notable lack of success).
 Relations: Other races are slaves, food, or concubines depending on the personal tastes of the individual Illithid.  Some Flayers think of humanoids as collectible Pokemon.  They just have to catch 'em all.  Others are rabid xenophobes, or xenophiles.  Honestly unless you have more power than them they're best avoided.

ILLITHID ADVENTURES
·   You need to get laid by someone.   Anyone.  Anywhere. And this lovely tribe of Orcs has moved in above ground, and there's a young Orc lass you're hoping to impress.  You wonder what type of flower is appropriate to give the woman you intend to kidnap...
·   You need release from your emotional problems and have finally acquired the power to go full blown Alhoon.  The problem is you need some rare materials for the ritual, and you don't trust your fellows to get them.  Time to disguise yourself as a humanoid, traipse into town and hire an adventurin' posse!
·   You believe you have found a way to return to ceremorphosis, and wish to experiment meaning you need captives.  Time to hire some slave raiders.



WILDER
 Level 1: Replace Psychic Enervation with YAAAAAHH!
 Levels 5, 9, 13, 17: Replace Volatile Mind with Mind Reader.
  YAAAAAHH! (Ex): When you would normally suffer Psychic Enervation you become Confused instead.
  Mind Reader: At Levels 5, 9, 13, and 17 you may learn one Power from the Telepath List (you can choose any power a Psion of the same Level could choose).  This does not count toward your Powers known.


BRAINS
Initial Effect Stunned 1d4+1 rounds and can only take partial acts for 1d6 minutes after that.
Secondary Effect 1d4+1 Enhancement Bonus to Charisma for 1d10+50 minutes. 
Side Effects High out of your damn mind for for 1d4 hours with occasional flashes of paranoia, hallucinations, and lust for other species.
Overdose If more than one dose is taken in a 24 hour period the user must make a DC 18 Fort Save or pass out for 1d4 hours during which he talks in his sleep saying some mighty spooky things.
Type Ingested DC 18
Addiction Rating Extreme



Mad Scientist
You have a pretty unusual education.
 Prerequisites: Carnal Illithid
 Benefits: You can choose any 3 of the following skills from D20 Modern as Craft Skills (this can be taken Multiple times): Craft (any), Demolitions, Knowledge (Any), Repair, or Research.
« Last Edit: February 06, 2013, 02:00:27 AM by bhu »

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Re: Mindflayers
« Reply #2 on: November 11, 2011, 08:16:50 PM »
Mindflayer Childer, Carnal
Small Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Tentacle +4 melee (1d3-1)
Full Attack: 4 Tentacles +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Psionic Powers, Improved Grab, Extract
Special Qualities: Power Resistance 10, Telepathy 30 ft.
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 13, Cha 13
Skills: Hide +7, Listen +5, Move Silently +4, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Underground
Organization: Solitary, Pair, or Horde (10-100)
Challenge Rating: 2??
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: ---

"You hear kind of a gurgling sound followed by crying up ahead around the corner as well as some unidentified tearing sound.  You round the bend just in time to see dozens of what look like baby Mindflayers ripping their way out of large, leathery eggs.  They look at you in stunned surprise before charging, and falling down because their legs aren't quite steady yet.  You flee after pooping yourself."

Carnal Mind Flayer children are surprisingly intelligent for their age, but mostly feral. While they can understand Undercommon they can't quite speak it yet, nor do they have the patience or craftiness of an adult. They travel in mobs eating alive anything they encounter (even possibly each other). Those that make it to young adulthood are taught the Mindflayer ways.  Childer are about the same size as a Halfling.

Psionic Powers: A Carnal Mindflayer Childer manifests psionic powers as an 2nd level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 30' Cone. Anything in it must make a DC 12 Willpower Save or be Confused for 2d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Improved Grab (Ex): If the Mindflayer hits a Small or Smaller creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to atatch its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Combat: Mindflayer kids aren't subtle, and they definitely aren't tactical geniuses.  Usually their idea of fighting consists of charging anything they outnumber, fleeing anything they don't (or thats to big), and mobbing or blasting the crap out of everything else.

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Re: Mindflayers
« Reply #3 on: November 11, 2011, 08:17:10 PM »
Mindflayer Childer Mob, Carnal
Gargantuan Aberration
Hit Dice: 30d8 (135 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 11 (-4 Size, +3 Dex, +2 Natural), touch 9, flat-footed 8
Base Attack/Grapple: +22/-33
Attack: Mob (5d6)
Full Attack: Mob (5d6)
Space/Reach: 20 ft./0 ft.
Special Attacks: Mind Blast, Improved Grab, Extract, Expert Grappler, Trample 2d6-1
Special Qualities: Power Resistance 10, Telepathy 30 ft., Mob Anatomy
Saves: Fort +9, Ref +12, Will +17
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 10, Cha 10
Skills: Hide +7, Listen +4, Move Silently +4, Spot +4
Feats: Alertness, Improved Bull Rush (B), Improved Overrun (B), Weapon Finesse (B)
Environment: Underground
Organization: Solitary, Horde (3-6 Mobs)
Challenge Rating: 8??
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: ---
Level Adjustment: ---


"Bob...I think I've had too much of your homemade wine...I could swear I see baby monsters devouring the horses.."

Note: Mob rules (Expert Grappler, Mob Anatomy) found in DMG II.

Trample (Ex): DC 24 Reflex Save for half damage.

Mind Blast (Su): This Psionic attack is a 30' Cone. Anything in it must make a DC 25 Willpower Save or be Confused for 2d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Improved Grab (Ex): If the Mindflayer hits a Small or Smaller creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to atatch its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Combat: Child mobs aren't that much different than solo Mindflayer kids, except they're more willing to take on groups, or bigger critters.

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Re: Mindflayers
« Reply #4 on: November 11, 2011, 08:17:29 PM »
Mindflayer Egg Sac
Medium Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Climb 30 ft.
Armor Class: 19 (+4 Dex, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1)
Full Attack: 4 Claws +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spray
Special Qualities: 60' Dark Vision, Low Light Vision, Spider Climb, Wide Angle Vision
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 13, Dex 19, Con 13, Int 4, Wis 14, Cha 4
Skills: Climb +9, Hide +4, Listen +2, Move Silently +4, Spot +2
Feats: Improved Initiative, Run
Environment: Underground
Organization: Solitary or Creche (10-100)
Challenge Rating: 4??
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: ---

"Before you is a great room of more of the foul Mindflayer eggs.  Tending them are strange, vaguely spiderlike creatures that seem to be all legs and eyes with some sort of pouch on their back for holding eggs.  And to think you volunteered for this instead of the Kobold mission..."

The eggs of Carnal Mindflayers are terribly vulnerable. Therefore the Illithids engineered these creatures to carry them about. The Egg Sac is instructed to flee if anything approaches, and fight when it has to. When the young flayers hatch, it will become their first meal. They vary considerably but are usually vaguely insectoid with multiple eyes and limbs. They understand Common and Undercommon but cannot speak.

Spray (Ex): 30' line of acid once every 1d4 turns. 3d6 acid damage, DC 13 Reflex Save for half damage. Save DC is Constitution based.

Skills: Egg Sacs get a +8 Racial Bonus to Climb checks.  They may always Take 10 on a Climb check regardless of the circumstances, and may even climb sheer surfaces or walls.

Combat: Egg Sacs usually try to flee after Spraying.  They only fight in melee if cornered.

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Re: Mindflayers
« Reply #5 on: November 11, 2011, 08:17:47 PM »
Carnal Mindflayer, Brute
Large Aberration
Hit Dice: 15d8+75 (142 hp, 187 hp Rage)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19
Rage AC: 19 (-1 Size, -2 Rage, +2 Dex, +10 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +11/+22
Attack: Tentacle +17 melee (1d6+7)
(Rage) Tentacle +20 melee (1d6+10)
Full Attack: 4 Tentacles +17 melee (1d6+7) and 2 Claws +12 melee (1d8+3)
(Rage) 4 Tentacles +20 melee (1d6+10) and 2 Claws +15 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Extract, Rage
Special Qualities: Power Resistance 30, Dark Vision 60', Immunity to Psionics, Damage Reduction 5/-, Fast Healing 2
Saves: Fort +10 (Rage +13), Ref +7, Will +11 (Rage +14)
Abilities: Str 24 (Rage 30), Dex 15, Con 20 (Rage 23), Int 8, Wis 15, Cha 19
Skills: Climb +7, Hide +2, Intimidate +10, Listen +6, Move Silently +4, Spot +6, Survival +4
Feats: Alertness, Improved Initiative, Improved Natural Attack (Claws), Instantaneous Rage, Intimidating Rage, Power Attack
Environment: Underground
Organization: Solitary, Pair, or Pack (4-8)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: ---

"TOR SMASH PUNY MINDFLERGL...Minfayble...Mind..SQUID GUYS!!!"

Every so often something results in a normal Mindflayer becoming a Ulitharid. Unfortunately the Carnal Mindflayers aren't so lucky. In their case the result is a horrifying mutation resulting from their mucking about with their genetics. One common such type of mutant is the Brute, a Mindflayer standing almost 16 feet tall, and weighing half a ton. Psionically blind they are prone to frightening rages, eventually being driven from their homes by their fellows. Brutes crave brains like an addict craves heroin, and the more powerful a psionic brain, the more they want it. Eventually it leads many to become secret cannibals (assuming they're allowed to stay instead of being exiled or killed at birth).  Brutes are renowned for high divorce rates, addiction, and brow ridges. They speak a grunting, pidgin version of Undercommon.

Immune to Psionics (Ex): Brutes are immune to all psionically manifested powers that allow a Saving Throw. They get their Power Resistance score against arcane and divine magic, and against Psionic Powers that allow for Power Resistance.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Rage (Ex): Identical to the Barbarians Mighty Rage ability on page 26 of the PHB. Brutes can Rage 4 times per day.

Combat: Brutes have little tactical sense beyond charging and flailing away. Some few seem to have figured out stealth, but they don't always use it trusting in their sheer physical power and immunity to psionic harm.

Requested variant:

BRUTES


   
"TOR HUNGRY!"

 Among normal Mindflayers, every so often some accident of 'birth' results in one of them becoming a Ulitharid.  The Carnal Illithids have no Ulitharids among them, but they do have the occasional mutation.  Commom among these mutations are the ones referred to as 'Brutes'.  Brutes are exceptionally tall, heavily built Mindflayers known for psychotic rages and an addiction to the brains of the psionically active.

BRUTE RACIAL TRAITS
·   +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
·   Size Class: Medium
·   Aberration: Illithids are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
·   Base speed
·   Illithid base land speed is 30 feet.
·   Darkvision: Illithid can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, an Illithid can function just fine with no light at all.
·   Powerful Build (Ex): The physical stature of Brutes lets them function in many ways as if they were one size category larger.

Whenever a Brute is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Brute is treated as one size larger if doing so is advantageous to him.

A Brute is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Brute can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
.       +2 Natural AC Bonus
·   Telepathy: An Illithid can communicate telepathically with any creature within 100 feet that has a language.
·   Psi-like ability: 1/day- Mind Thrust. Manifester Level is equal to 1/2 HD. The illithid gains additional uses of this ability each day equal to their charisma modifier.
·   Brain Candy: Illithids cut open the skulls of captives to eat their brains, not only because brains are a potent food source for them but a sort of drug (see Book of Vile Darkness page 41 for drug rules).  See below for effects.
·   Automatic Languages: Illithids know Common and Qualith.  Bonus Languages: Generally whatever race is unlucky or stubborn enough to live near them.
·   Level Adjustment: +0
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 50
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 5' 10" Female: 5' 5"
 Height Modifier: +2d12"
 Base Weight: Male:  250 lbs.  Female: 210 lbs.
 Weight Modifier: x (2d6) lbs.

BRUTE CHARACTERS
 If you want to play a monumentally stupid barbarian squidman for some odd reason, the Illithid Brute should serve you well.  Now if you could only convince the DM it's a good idea.
 Adventuring Race: Brutes go on adventures to feed their addiction and to indulge their anger and frustration by raging somewhere outside Illithid society where there are no consequences for them.
 Character Development: Brutes are a pain on Illithid society.  All the emotions traditional and converted Illithids so despise are a joy to the Brutes, who seemingly live to indulge themselves.
 Character Names: Illithid names are telepathic gibberish unpronounceable to others.  They usually adopt a name that other beings can call them.


ROLEPLAYING A BRUTE
 In some ways you are far more predictable than other Carnal Illithids.  You're still massively emotionally unstable, but your particular instabilities are well known, and repeated.  In short your a time bomb waiting to go off, and no one knows when, but at least you don't change from that scenario unlike the others.
 Personality: You aren't particularly bright, and have no patience for those who are.  In fact you have little patience for anything, letting your anger deal with all your problems.  Because of this others give you a wide berth which you don't really mind.  The less people around the more peaceful you find life.
 Behaviors: Brutes are renowned for their destructive rages, and very little else.  Anger management as a concept seems to elude them, and many of the worst of them are put down like rabid dogs.
 Language: Illithids do not have a spoken language, communicating by means of telepathy.  Their language in written form is known as Qualith, and is very difficult for other races to learn.

BRUTE SOCIETY
 Brutes are little more than tribal brutes used by the other Illithids as cannon fodder and guards.  Their society would be barely out of the stone age if left to themselves.
 Alignment : Brutes are universally Chaotic, and the majority are Evil as well.  It's difficult to be anything else given their situation. 
 Lands : As usual Carnal Illithids despise the sunlit world and it's races.   For this reason they make their homes in the Underdark or in the dimly lit places of the world.
 Settlements : Illithids need humanoids as food for their young, fodder for experimentation...and for less wholesome pursuits.  Suffice to say it is wise to avoid falling into their hands.  It's rare that they move from their centers of power but the do set up underneath humanoid cities sometimes when in need.
 Beliefs : Religion is a concept the Brutes cannot seem to grasp.  Despite their lack of intelligence their egos are quite big, and they cannot conceive of any being actually being superior to them (regardless of how powerful).
 Relations: Other races are food, or toys to be torn apart for fun.  The Brutes have no slaves for very obvious reasons.

BRUTE ADVENTURES
·   You've been seeing some weird shit on guard duty lately.  And given the freaks you live with that's saying something.  You don't know whether to round up the boys to investigate, or steal some food and  head for higher ground.
·   You beat the local ruler to death after he called you 'a prancing squid faggot' in a moment of drunken stupidity.  Suddenly everyone acts like your a loose cannon. You've been beating things to death for years with nary a peep from anyone and all of a sudden everyone wants to give you the bum's rush.  It's enough to make you paranoid...
·   Life used to be good.  Nice and calm.  The occasional moment of brief violence to sate your urges.  Then somehow you got famous, acquired groupies, and now you have a harem of nymphomaniacs making demands on your time.  You told them you were going out on patrol, but really you're looking for a nice man-cave you can relax in.


BRAINS
Initial Effect Stunned 1d4+1 rounds and can only take partial acts for 1d6 minutes after that.
Secondary Effect 1d4+1 Enhancement Bonus to Strength for 1d10+50 minutes.  2d3+1 if the brain comes from a psionically active individual.
Side Effects You become irritable and easily pissed off for 1d4 hours, like you've just ate a big bowl of crystal meth.
Overdose If more than one dose is taken in a 24 hour period the user must make a DC 18 Fort Save or fly into a maniacal rage for 1d4 hours attacking everything in sight.
Type Ingested DC 18
Addiction Rating Extreme



BARBARIAN
 Levels 3, 6, 9, 12, 15, 18: Replace Trap Sense with Unbribable
  Unbribable (Ex): You gain the Bonus listed to Willpower Saves against Charms and Compulsions instead.
« Last Edit: February 19, 2013, 12:13:42 AM by bhu »

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Re: Mindflayers
« Reply #6 on: November 11, 2011, 08:18:07 PM »
Carnal Mindflayer, Brain
Medium Aberration
Hit Dice: 10d8 (45 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+4
Attack: Tentacle +4 melee (1d3-3)
Full Attack: 8 Tentacles +4 melee (1d3-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Improved Grab, Psionics, Extract
Special Qualities: Telepathy 1 mile, Power Resistance 27, Flight, Wide Angle Vision
Saves: Fort +3, Ref +4, Will +14
Abilities: Str 4, Dex 12, Con 10, Int 30, Wis 24, Cha 24
Skills: Autohypnosis +20, Bluff +17, Concentration +10, Hide +13, Knowledge (Arcana, Psionics, The Planes) +23, Listen +21, Move Silently +13, Psicraft +23, Sense Motive +17, Search +14, Spot +25, Use Psionic Device +20
Feats: Alertness, Combat Manifestation, Improved Initiative, Weapon Finesse, Overchannel (B), Talented (B), Power Penetration (B), Greater Power Penetration (B)*
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: -

* All Feats not from the PHB are from the Expanded Psionics Handbook.


"Hey Bob!! Bob you gotta see this!!! It's like one'a them brains in jars, 'cept it's not!"

Brain mutations are hideous creatures. Roughly 5' tall (most of which is head), they are shrunken and malformed, floating through the air. Their head is covered in eyes and fibrous growths, and they have 8 slender tentacles instead of the usual 4. Antisocial and xenophobic even by Mindflayer standards, they are almost always encountered alone.  Usually ranting about how the world will one day pay for it’s crimes against them.  Or maybe just about some small cave critter it secretly believes has been it’s own personal stalker.  Nothing sucks like being stalked by a normal bat which keeps returning no matter how much you disintegrate it with your mind (of course you also might be living in a cave full of bats...).
Brains speak 10 languages, 2 of which are usually Common or Undercommon, the other 8 tend to be whatever lives nearest.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with at least 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Brain manifests psionic powers as an 10th level Erudite. Save DC's are Intelligence based. They get 40 Power Points more per day than an Erudite of their level.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 22 Willpower Save or be Feebleminded as per the spell. The Save DC is Charisma Based. This power is the equivalent of an 8th level spell.

Wide Angle Vision (Ex): Brains get a +4 Racial Bonus on Spot and Search checks, and can't be flanked.

Flight (Su): Brains levitate psionically. They permanently have a Feather Fall spell in effect on their person, even if they become unconscious. If they encounter a Null Psi or Antimagic Field this ability shuts off, and they may crawl at 5' per round.

Combat: Brains open up with psionics and their Mind Blast from a distance, and then single out helpless or feebleminded opponents. Against groups they'll use hit and run tactics until they've reduced most of the party to babbling idiots.


Requested variant:

BRAINS


   
"Your comfort is unnecessary."

 Brains are another common mutation among the Carnal Illithids, being the polar opposite of the Brutes.  They're mostly head, with their body being shrunken and vestigial by comparison.  They also have more eyes and tentacles than usual.

BRAIN RACIAL TRAITS
·   -4 Str, +4 Int, +4 Wis
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Aberration: Illithids are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
·   Illithid base land speed is 10 feet.  Brains also have a Flight Speed of 30' (Average).  It is not understood what keeps them aloft, but it works even when unconscious as they simply hover in place, and does not stop in antimagic fields.
·   Darkvision: Illithid can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, an Illithid can function just fine with no light at all.
·   Naturally Psionic: An Illithid gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
·   Telepathy: An Illithid can communicate telepathically with any creature within 100 feet that has a language.
·   Psi-like ability: 1/day- Mind Thrust. Manifester Level is equal to 1/2 HD. The illithid gains additional uses of this ability each day equal to their intelligence modifier.
·   Brain Candy: Illithids cut open the skulls of captives to eat their brains, not only because brains are a potent food source for them but a sort of drug (see Book of Vile Darkness page 41 for drug rules).  See below for effects.
·   Automatic Languages: Illithids know Common and Qualith.  Bonus Languages: Generally whatever race is unlucky or stubborn enough to live near them.
·   Level Adjustment: +0
·   Favored Class: Psion

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 50
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'0"  Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

BRAIN CHARACTERS
 If you like playing domineering megalomaniacs who desire control of the world, the Brain will do you.  They aren't big, they aren't strong, but they make up for it with spookity mind control powers.
 Adventuring Race: You send thralls on adventures.  You only go yourself when it's something complex you can't afford to trust them with,  or they've already screwed up.
 Character Development: Your kinds of small and squishy.  Make sure you have thralls as meat shields and trap fodder.
 Character Names: Illithid names are telepathic gibberish unpronounceable to others.  They usually adopt a name that other beings can call them.

ROLEPLAYING A BRAIN
 Brains are the mad scientists who are the driving force behind Illithid societies current research efforts.  Unlike other Carnal Illithids the Brains retain some semblance of emotional control.  It doesn't mean they're any less batshit crazy, just that they show it in different ways.
 Personality: You know that stereotype of the cackling supervillain who spends his time in attempts to take over the world and monologuing?  Omigod, that is so you.  Everyone says so.  Even  you.
 Behaviors: You don't have incoherent rages like the Brute, but you do have the occasional frustration induced hissy fit.  You do everything perfectly, and you just don't understand why the rest of the world can't somehow follow suit.  Useless all of them.
 Language: Illithids do not have a spoken language, communicating by means of telepathy.  Their language in written form is known as Qualith, and is very difficult for other races to learn.

BRAIN SOCIETY
 Brains serve a function in Illithid society, but do not participate in it.  They do not need interaction with others, and actually consider it an annoyance.  Brains are interested purely in research.  They want to change the world.  They also somehow want to be in charge of it without taking the day to day responsibility of actually running it.
 Alignment : Brains are usually Neutral Evil, with a minority of Chaotic Evil among them.
 Lands : As usual Carnal Illithids despise the sunlit world and it's races.   For this reason they make their homes in the Underdark or in the dimly lit places of the world.
 Settlements : Illithids need humanoids as food for their young, fodder for experimentation...and for less wholesome pursuits.  Suffice to say it is wise to avoid falling into their hands.  It's rare that they move from their centers of power but the do set up underneath humanoid cities sometimes when in need.
 Beliefs : Brains don't usually worship Gods as they intend to become one themselves.
 Relations: Other races are slaves or fodder for experiments.

BRAIN ADVENTURES
·   Rumors have reached you of an artifact that increases intelligence while making it's wearer an emotionless monster.  To the Brain Copter!
·   You've secretly discovered a drug made from the brains of Bullywugs that gives you incredible psychic power (or makes you hallucinate like a mother fucker one of the two).  Time to does the locals and see how they react.
·   You feel certain someone has pilfered your research.  You don't know how they got into your lab but they will pay.  The only question is who the minions pt up against the wall to interrogate first.


BRAINS
Initial Effect Stunned 1d4+1 rounds and can only take partial acts for 1d6 minutes after that.
Secondary Effect 1d4+1 Enhancement Bonus to Intelligence for 1d10+50 minutes (2d3+1 if the brain comes from a psionically active individual). 
Side Effects You become focused on something to the point of exclusion of all else for 1d4 hours.
Overdose If more than one dose is taken in a 24 hour period the user must make a DC 18 Fort Save or become unable to concentrate on anything for 1d4 hours.
Type Ingested DC 18
Addiction Rating Extreme
« Last Edit: March 05, 2013, 01:13:53 AM by bhu »

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Re: Mindflayers
« Reply #7 on: November 11, 2011, 08:18:25 PM »
Carnal Mindflayer, Bimbo
Medium Aberration
Hit Dice: 8d8+8 (44 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Tentacle +4 melee (1d3)
Full Attack: 4 Tentacles +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind Blast, Improved Grab, Psionics, Extract, Mesmerize
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 24
Skills: Bluff +7, Concentration +6, Diplomacy +7, Hide +7, Knowledge (Psionics) +3, Listen +6, Move Silently +7, Psicraft +3, Sense Motive +4, Spot +6, Use Psionic Device +10
Feats: Alertness, Combat Manifestation, Improved Initiative, Weapon Finesse (B) *
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +7

* Combat Manifestation is from the Expanded Psionics Handbook.

"Dude that hot mindflayer check is checking you out."

"The hot WHAT??"


Mind Flayer Bimbos are among the rarest of mutations, and 90% of them are female. Bimbos are pretty much humanoid except for the mindflayery head. Their skin is jet black and shiny, and their body is sculpted like a greek statue. For some unknown reason they appear to be incredibly attractive to elves. They are also responsible for the creation and evolution of Mindflayer divorce law, much to the chagrin of virtually everyone.  Not that Mindflayers have what is commonly thought of as marriage.  Basically it's a contract to fulfill one another's "needs", and an agreement to work mutually towards each others goals.  Love usually doesn't enter into it.  Divorces are basically fights, and the winner gets to lobotomize the loser and keep them as a pet slave.

Basically what we're suggesting is don't get drunk around them if there's a priest or lawyer available.


Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Bimbo manifests psionic powers as an 8th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 21 Willpower Save or be Charmed (as the Charm Monster spell) for 3d4 minutes. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Mesmerize (Ps): The Bimbo may cast Implanted Suggestion at will as a Psilike ability. Manifester level is equal to the Bimbos Hit Dice. Save DC gains a +2 Racial Bonus against Elves (+4 against Drow). Bimbos use this power to gain sugar daddies who give them money and protection, and the occasional sacrifice. Or to convince elves that Mindflayers are incredibly desirable despite all prior experiences they may have had to the contrary.

Combat: Bimbos prefer to avoid combat relying on their Mind Blast and Mesmerize abilities to have a party member adopt them as their new girlfriend/mate/wife/significant other/etc. Faced with higher numbers they usually flee. One on one, you better get used to Mindflayer snugglin' because you'll end up doing a lot of it. Until they need to munch a brain (unless your willing to get them victims).


Requested variant:

BIMBOS


   
"I need more sex, OK? Before I die I wanna taste everyone in the world."

 Bimbo Mindflayers are a rare mutation, and 90% of them are female.  They generally resemble greek statues made of wet, black leather and a Mindflayer head. 

BIMBO RACIAL TRAITS
·   +2 charisma, -2 wisdom.
·   Size Class: Medium
·   Aberration: Illithids are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
·   Illithid base land speed is 30 feet.
·   Darkvision: Illithid can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, an Illithid can function just fine with no light at all.
·   Naturally Psionic: An Illithid gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
·   Telepathy: An Illithid can communicate telepathically with any creature within 100 feet that has a language.
·   Psi-like ability: 1/day- Attraction. Manifester Level is equal to 1/2 HD. The illithid gains additional uses of this ability each day equal to their charisma modifier.
·   Brain Candy: Illithids cut open the skulls of captives to eat their brains, not only because brains are a potent food source for them but a sort of drug (see Book of Vile Darkness page 41 for drug rules).  See below for effects.
·   Automatic Languages: Illithids know Common and Qualith.  Bonus Languages: Generally whatever race is unlucky or stubborn enough to live near them.
·   Level Adjustment: +0
·   Favored Class: Wilder

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 50
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4''10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.  Female: 85 lbs.
 Weight Modifier: x (2d4 lbs.)

BIMBO CHARACTERS
 If for some weird reaon you want to play a slutty female tentacle monster, here you go.  Also you could also go the horror route as the King's new secret bride that remains hidden from all but him for some mysterious reason...
 Adventuring Race: Bimbos go on adventures to collect rare and desirable specimens for their harems, or to create their own personal fiefdoms outside of Mindflayer society.
 Character Development: You aren't physically imposing, so make sure your harem or benefactor is.  That way he can whoop anyone you can't mind control.
 Character Names: Illithid names are telepathic gibberish unpronounceable to others.  They usually adopt a name that other beings can call them.

ROLEPLAYING A BIMBO
 You're more than just a pretty body, and you do your absolute damnedest to ensure no one ever realizes that.  After all if people ever realize you're actually intelligent that will ruin the ruse you've worked so hard to build.
 Personality: With the exception of lust the Bimbos are actually the most emotionally well developed of the Mindflayers if such a thing could be said.  They are fairly competitive in regards to sexual conquests, and men left alone with them don't always survive the night if a group decides to use him as the focus of some party activity. 
 Behaviors: Straight up fuckin'.  That's how you'd like to spend your days anyway.  If not being the kept Mistress of a wealthy fool is okay.  You also spend a lot of time diplomatically untangling the messes your other kin create.
 Language: Illithids do not have a spoken language, communicating by means of telepathy.  Their language in written form is known as Qualith, and is very difficult for other races to learn.

BIMBO SOCIETY
 Bimbos are the diplomats of Carnal Illithid Society.  The other Illithids assume this is because they're walking sexual cliches, but the Bimbos have them fooled to.  They're quite intelligent, although they can be catty and emotional.  They love power just as much as any other Flayer.
 Alignment : Bimbos are universally Chaotic with strong tendencies towards Evil.  They have a strong undercurrent of Chaotic Neutral as surprisingly their emotional stability makes it easier to sympathize with other races.
 Lands : As usual Carnal Illithids despise the sunlit world and it's races.   For this reason they make their homes in the Underdark or in the dimly lit places of the world.
 Settlements : Illithids need humanoids as food for their young, fodder for experimentation...and for less wholesome pursuits.  Suffice to say it is wise to avoid falling into their hands.  It's rare that they move from their centers of power but the do set up underneath humanoid cities sometimes when in need.  Bimbos are unusual however in that they do adopt rich sugar daddies from any race, and several are secret powers behind the throne in the outside world.
 Beliefs : Bimbos may adopt a God if their rituals are kinky enough, but usually they like being adored themselves so many are quite irreligious. 
 Relations: Other races are interesting toys and arm candy.  Bimbos kill and eat less humanoids than any of the other Illithids.  After all they can find brains anywhere.  Good sex is a damn bit harder to come by.

BIMBO ADVENTURES
·   It's the yearly competition wherein you and your sisters compete to see how many different races you can seduce and hypmotize.  Promises to be fun as usual.
·   You have been assigned to seduce a local King who has declared the Illithids must die.  You must set him up as your mind controlled puppet and ensure his people hate him.
·   Your cousin Grrg got blasted out of his mind on brains and lotus nectar and went on a crime spree, violating many of the laws of Man, Nature, and Gawds.  It culminated with him peeing on the local High Priestess while clubbing the temple mascot to death with an orphan he was wielding as a weapon.  You have been asked to smooth this over by whatever means possible.


BRAINS
Initial Effect Stunned 1d4+1 rounds and can only take partial acts for 1d6 minutes after that.
Secondary Effect 1d4+1 Enhancement Bonus to Intelligence for 1d10+50 minutes (2d3+1 if the brain comes from a psionically active individual). 
Side Effects You become horny to the point of exclusion of all else for 1d4 hours.
Overdose If more than one dose is taken in a 24 hour period the user must make a DC 18 Fort Save or simply orgasm mindlessly for 1d4 hours.
Type Ingested DC 18
Addiction Rating Extreme

WILDER
 Level 1: Replace Psychic Enervation with YAAAAAHH!
 Levels 5, 9, 13, 17: Replace Volatile Mind with Mind Reader.
  YAAAAAHH! (Ex): When you would normally suffer Psychic Enervation you become Confused instead.
  Mind Reader: At Levels 5, 9, 13, and 17 you may learn one Power from the Telepath List (you can choose any power a Psion of the same Level could choose).  This does not count toward your Powers known.
« Last Edit: May 24, 2013, 08:03:00 PM by bhu »

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Re: Mindflayers
« Reply #8 on: November 11, 2011, 08:19:07 PM »
Carnal Mindflayer, Hulk
Huge Aberration
Hit Dice: 20d8+300 (390 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 30 (-2 Size, +18 Natural), touch 8, flat-footed 30
Base Attack/Grapple: +15/+40
Attack: Tentacle +30 melee (1d6+17)
Full Attack: 4 Tentacles +30 melee (1d6+17) and 2 Slams +25 melee (1d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Mind Blast, Improved Grab, Psionics, Extract, Swallow Whole
Special Qualities: Telepathy 5 miles, Power Resistance 35, Damage Reduction 5/-
Saves: Fort +21, Ref +6, Will +21
Abilities: Str 44, Dex 10, Con 40, Int 10, Wis 28, Cha 24
Skills: Climb +17, Concentration +35, Intimidate +7, Knowledge (Psionics) +6, Listen +11, Psicraft +10, Spot +11, Use Psionic Device +17
Feats: Alertness, Combat Manifestation, Empower Power, Greater Power Penetration, Improved Initiative, Maximize Power, Power Penetration *
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Double Standard
Alignment: Usually Chaotic Evil
Advancement: 21-25 HD (Huge), 26-35 HD (Gargantuan)
Level Adjustment: ----

* Feats not found in the PHB are in the Expanded Psionics Handbook.

"You wanna go to WHAT island?  Mister we should kill you just for thinkin' bout that..."


Hulks are rare mutants standing 20-30 feet tall. Able to wrestle with Titans, the Hulks are greatly feared even by their own kind. Many are put down when it becomes obvious they are growing bigger than normal.  Known for having a strange sense of humor many like to spring on people unawares screaming "IA IA CTHULHU FTHAGN" or some such similar gibberish, and then scampering away to repeat later.  Most speak Common.

Improved Grab (Ex): If the Mindflayer hits a creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. If the opponent is Large or bigger it may try to Extract it's brain the next round, if the opponent is Medium or Smaller it can attempt to Swallow it the next round instead.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Hulk manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based. But it may spend points on powers, and has the Power Points per day, of a 20th level Wilder. Their huge brains have massive power cells, but lose flexibility.

Mind Blast (Su): This Psionic attack is a 120' Cone. Anything in it must make a DC 27 Willpower Save or be knocked unconscious for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 7th level spell.

Swallow Whole (Ex): A Mindflayer Hulk can Swallow an opponent up to 2 Size Classes smaller than itself with a successful grapple check. Once inside the opponent takes 2d6+17 points of bludgeoning damage and 2d6 points of acid damage per round. It may attempt to cut it's way out with a light slashing or piercing weapon by doing 25 points of damage to the stomach (AC 19). Once he exits muscular action closes the hole, so other swallowed creatures muct cut their own way out. A hulks stomach can hold 2 Medium, 8 Small, 32 Tiny, or 64 Diminutive or smaller creatures.

Combat: Hulks are pretty straightforward: Mindblast, Mindblast, zap anything conscious, close and start wailing. Rinse, Repeat.

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Re: Mindflayers
« Reply #9 on: November 11, 2011, 08:19:29 PM »
Carnal Mindflayer, Blob
Large Aberration
Hit Dice: 12d8+70 (124 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 Size, -4 Dex, +10 Natural), touch 5, flat-footed 15
Base Attack/Grapple: +9/+15
Attack: Tentacle +10 melee (1d4+2+1d6 acid)
Full Attack: 4 Tentacles +10 melee (1d4+2+1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Constrict
Special Qualities: Telepathy 100', Power Resistance 30, Semisolid, Immunities, Fast Healing 3
Saves: Fort +9, Ref +0, Will +12
Abilities: Str 15, Dex 3 , Con 20, Int 15, Wis 18, Cha 18
Skills: Concentration +15, Knowledge (Psionics) +12, Listen +14, Psicraft +12, Spot +14, Use Psionic Device +14
Feats: Combat Manifestation, Improved Initiative, Narrow Mind, Psionic Body, Psionic Fist, Psionic Meditation *
Environment: Underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

* All Feats not in the PHB may be found in the Expanded Psionics Handbook.

"Omigod, you are so, like, the fattest Mindflayer we have ever seen...How long has it been since you've seen your feet??  Are you even a threat at this ERK.."

"Forgot bout my Psionic powers elfie..."

Blob Mindflayers are grotesquely obese (weighing over 1000 pounds easily, and almost as wide as they are tall), and their flesh has begun to become almost gelatinous. They don't get many willing dates... But then most regular Mindflayers don't get willing dates, let alone mutant ones.  They usually speak Common and Undercommon.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn. Or it may Constrict the next turn.

Constrict (Ex): A Blob does 2d4+4+2d6 acid with a successful grapple check.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Blob manifests psionic powers as an 12th level Wilder. Save DC's are Charisma based.

Semisolid (Ex): Blobs are immune to Critical hits and flanking. As a Full round action they can pass through any barrier that isn't completely solid.

Immunities: Blobs are immune to poison, sleep effects, paralysis, and polymorph.

Powerful Build (Ex): Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Combat: Not much different from regular Mindflayers, however due to their improved physical defenses they are more willing to mix things up physically.

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Re: Mindflayers
« Reply #10 on: November 11, 2011, 08:19:49 PM »
Carnal Mindflayer, Twitcher
Medium Aberration
Hit Dice: 6d8 (27 hp)
Initiative: +7 (Spastic +12)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Spastic: 25 (+8 Dex, +7 Natural), touch 18, flat-footed 17
Base Attack/Grapple: +4/+3
Attack: Tentacle +3 melee (1d4-1)
Spastic: Tentacle +12 melee (1d4+4)
Full Attack: 4 Tentacles +3 melee (1d4-1)
Spastic: 4 Tentacles +12 melee (1d4+4) and 2 Slams +7 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Go Spastic
Special Qualities: Telepathy 100', Power Resistance 18
Saves: Fort +4, Ref +5 (Spastic +10), Will +11
Abilities: Str 8 (Spastic 18), Dex 17 (Spastic 27), Con 10, Int 13, Wis 18, Cha 18
Skills: Concentration +6, Hide +7, Knowledge (Psionics) +6, Listen +6, Move Silently +6, Psicraft +6, Spot +6, Use Psionic Device +8
Feats: Alertness, Combat Manifestation, Improved Initiative *
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +7

*Combat Manifestation is in the Expanded Psionics Handbook.
"Mah gawd you is thuh thinnest Flayah evah ah did see."

"Go away human..."

"Whatchoo gonna do if' ah don't boy?"

"I beat the last one who refused to leave with his own intestines."

"Bulls.."

"BLEARGHHH" wham wham wham

Twitchers are small incredibly thin Mindflayer mutations. They're main claim to fame is shivering like a chihuahua on speed. Well that and their fits of insane temper.  Even when they aren't Frenzying they give people the jitters.  Other Mindflayers living near them tend to have some form of teleportation on standby juuuust in case...Twitchers are about the height of a normalhuman, but about 30 pounds underweight.  They speak Common and Undercommon.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Twitcher manifests psionic powers as an 6th level Wilder. Save DC's are Charisma based.

Go Spastic (Ex): If insulted, angered, or hurt the Twitcher must make a DC 25 Willpower Save or Go Spastic. It gains a +10 Enhancement bonus to Strength, and Dexterity. Natural Armor Bonus increases to +7, and it gets DR: 5/-. While going Spastic and making a Full Attack it gains 2 Slam attacks doing 1d3 plus it's Strength modifier as Secondary Attacks. It will immediately attack every living thing within sight until everything is dead, or (3+Constitution modifier) rounds have passed, at which point it stops being Spastic, and is instead Fatigued until it gets a full nights sleep. If it becomes Spastic again while Fatigued, it will be Exhausted when the spasm where's off instead. Should it go Spastic again before rresting it must make a DC 20 Fort Save or become unconscious for 12 hours.

Combat: Twitchers usually use their powers and ambush tactics. Until they get hurt and go Spastic. Then they just charge and flail.

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Re: Mindflayers
« Reply #11 on: November 11, 2011, 08:20:22 PM »
Carnal Mindflayer, Beholder
Medium Aberration
Hit Dice: 10d8+10 (55 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +7/+7
Attack: Tentacle +7 melee (1d4) and 10 Eye Rays +9 ranged touch (2d8+10)
Full Attack: 4 Tentacles +7 melee (1d4) or 10 Eye Rays +9 ranged touch (2d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Eye Rays
Special Qualities: Telepathy 100', Power Resistance 25, Wide Angle Vision
Saves: Fort +4, Ref +5, Will +11
Abilities: Str 10, Dex 15, Con 12, Int 17, Wis 18, Cha 18
Skills: Autohypnosis +9, Concentration +11, Hide +12, Knowledge (Arcana, Psionics) +13, Listen +10, Move Silently +12, Psicraft +3, Spot +10, Use Psionic Device +14
Feats: Ability Focus (Eyebeams), Alertness, Combat Manifestation, Improved Initiative *
Environment: Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

*Combat Manifestation can be found in the Expanded Psionics Handbook

"Aw Jebus....this one's mother done did something wrong..."

Beholder Mindflayers are mutations with many eyes, but otherwise they resemble regular flayers. When informed of the nickname, actual Beholders took unprecedented offense and vowed to wipe them and all Mindflayers from the face of existence. As well as anyone who used the nickname or made the comparison. Darn touchy them Beholders.  And it has nothing to do with the rumors of cross species mating either. No sir.......They speak Common, Undercommon, and Beholder (hmm...).

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Beholder Manifests psionic powers as an 9th level Wilder. Save DC's are Charisma based.

Wide Angle Vision (Ex): Beholder Flayers get a +4 Racial Bonus on Spot and Search checks, and can't be flanked.

Eye Rays (Su): The Beholder Mindflayer has traded it's Mindblast for several powerful eye rays.
Each eye ray has a range of 150 feet and the effect is the same as Inflict Moderate Wounds as cast by a 12th level caster (Will Save DC 21 for half damage, Save DC is Charisma based).

Combat: Beholder Mindflayers usually just hose down their opponents with eye beams, using their psionic powers to retreat or set up ambushes.

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Re: Mindflayers
« Reply #12 on: November 11, 2011, 08:20:44 PM »
Carnal Mindflayer, Medusae
Large Aberration
Hit Dice: 10d8+20 (65 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Climb 30'
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Base Attack/Grapple: +7/+13
Attack: Tentacle +8 melee (1d4+2)
Full Attack: 4 Tentacles +8 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Gaze Attack
Special Qualities: Telepathy 100', Power Resistance 25, Blindsight 120'
Saves: Fort +5, Ref +5, Will +11
Abilities: Str 15, Dex 15, Con 15, Int 17, Wis 18, Cha 18
Skills: Autohypnosis +14, Concentration +7, Hide +8, Knowledge (Psionics) +13, Listen +6, Move Silently +12, Psicraft +13, Spot +6, Use Psionic Device +14
Feats: Alertness, Combat Manifestation, Improved Initiative, Up the Walls *
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: --

*Feats not found in the PHB are in the Expanded Psionics Handbook.

"Okay...dude, seriously...what has your daddy been fooling around with?"

"Look, I'm just a mutant, okay?"

"Yeeeeaaahhh....yeah I didn't but that crap from the one with all the eyestalks either....friggin' perverts...."


Medusae Mindflayers are hideous. The only Mindflayer so ugly it's opponents eyes explode rather than look at it. They resemble regular mindflayers with a sluglike body from the waist down, and a head and back teeming with small writhing tendrils. The other Carnal Mindflayers sometimes refer to them as "fugly".  The Medusae sometimes refer to other Mindflayers as "you hypocritical, condescending mother fuckers".  They speak Common, Undercommon, Draconic, and Goblin. 

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Medusae manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Blinding Gaze (Ex): 1d6 damage and Permanent Blindness as eyeballs explode, 30', DC 19 Fortitude Save Negates (Save DC is Charisma based).

Combat: Medusae Flayers rely on their Gaze Attack to render their victims sufficiently disabled to close in and finish them. They save their Psionic abilities for stubborn foes who make their save or avoid their Gaze.

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Re: Mindflayers
« Reply #13 on: November 11, 2011, 08:21:04 PM »
Carnal Mindflayer, Hexapod
Medium Aberration (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+7
Attack: Arm +12 melee (1d4+6)
Full Attack: 4 Arms +12 melee (1d4+6) and 2 Tentacles +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 22, Dex 15, Con 15, Int 19, Wis 17, Cha 17
Skills: Concentration +12, Hide +12, Knowledge (Psionics) +14, Listen +13, Psicraft +14, Spot +13, Swim +14, Use Psionic Device +9
Feats: Improved Initiative, Combat Manifestation, Multigrab *
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: -

* Combat manifestation is from the Expanded Psionics Handbook, Multigrab is from  Savage Species.

"Hoooooweeee!! Lookit what ah got's in mah net heah!! You is the ugliest octopus ever I did see..."

"STFU, and drop me back in the water Bubba, or you'll see just how ugly I can be."

Hexapods look like purple octopi, with a few important differences. They have 4 stubby arms, and 2 long tentacles, a lamprey like mouth, and their eyes resemble a mindflayers. Perfectly adapted for aquatic existence, they can be a terror in the reefs of local seaside communities.  It's wise not to make Calamari jokes around them.  They've heard them all, they don't think they're funny.  You have been warned. Hexapods are about 60 to 150 pounds, with an armspan of up to 14 feet.  They speak Aquan, Common, Giant, and Sahuagin.

Skills: Hexapods have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim check. They may use the Run action while swimming in a straight line.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's arm or tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining arms/tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with any combo of 4 arms or tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Hexapod manifests psionic powers as an 8th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 17 Willpower Save or be Paralyzed for 2d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Combat: Hexapods are DEADLY underwater. They usually open up with the Mindblast as much as possible, and try to finish off drowning paralyzed targets.  If this fails they will rely on the psionic powers to create an opening for their grapple.


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Re: Mindflayers
« Reply #14 on: November 11, 2011, 08:22:50 PM »
Carnal Mindflayer, Nautiloid
Large Aberration (Aquatic)
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares), Swim 20 ft.
Armor Class: 21 (-1 Size, +12 Natural), touch 9, flat-footed 21
Base Attack/Grapple: +9/+20
Attack: Claw +15 melee (1d8+7)
Full Attack: 2 Claws +15 melee (1d8+7), and 1 Radula +10 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Psionics, Bore, Charge, Powerful Build
Special Qualities: Telepathy 100', Power Resistance 30, Damage Reduction 5/-, Amphibious
Saves: Fort +11, Ref +4, Will +12
Abilities: Str 25, Dex 10 , Con 24, Int 15, Wis 18, Cha 18
Skills: Concentration +17, Knowledge (Psionics) +12, Listen +14, Psicraft +12, Spot +14, Use Psionic Device +14
Feats: Combat Manifestation, Improved Inititative, Power Attack, Improved Bull Rush, Reckless Charge *
Environment: Underground or any Aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +11

* Combat Manifestation is from the Expanded Psionics Handbook, Reckless Charge is from the Miniature's Handbook.

"Abner..."

"Yuh Cletus?"

"Whut the hail is thet thar thang?"

"Ah dunno but it just et Bill Johnston. And his boat."

"S'pose we shud stop fishin'?"

"Now lets not be hasty Abner..."


Nautiloids are unusual even for mutates. They appear vaguely like incredibly stocky Mindflayers covered in a horn-like shell. Two great tusks jut from the sides of their jaws, which they use in ramming attacks. The mouth is surrounded by many fine tentacles, and it hides a huge radula, the Nautiloid's most fearsome weapon.  They're pretty xenophobic.  They don't even keep slaves.  Which means they spend much of their time ranting about the work they have to do or why they cant eat each others brains instead of those disgusting foreigners.  Then they stare at each other uncomfortably for a while.  Then they change the subject. Nautiloids speak Common and Aquan.

Improved Grab (Ex): If the Nautiloid hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may use it's Bore attack the next round.

Psionic Powers: A Carnal Mindflayer Nautiloid manifests psionic powers as an 12th level Wilder. Save DC's are Charisma based.

Charge (Ex): A Nautiloid does 2d8+14 damage with a charge.

Powerful Build (Ex): Identical to the ability listed on page 12 of the Expanded Psionics Handbook.

Bore (Ex): With a successful grapple check the Nautiloids tentacles and radula bore into the victims skull killing it instantly. This does not work against creatures with multiple heads (at leas until its gotten all the heads), elementals, oozes, undead, constructs, and plants.

Combat: Nautiloids almost always charge, and follow up with a grapple if they believe they can. Psionics are reserved for trickier situation where brute force will not suffice.

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Re: Mindflayers
« Reply #15 on: November 11, 2011, 08:23:07 PM »
Carnal Mindflayer, Selachii
Large Aberration (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: Swim 50 ft. (10 squares)
Armor Class: 16 (-1 Size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+12
Attack: Bite +11 melee (1d10+5)
Full Attack: Bite +11 melee (1d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Swallow, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +7, Ref +5, Will +10
Abilities: Str 20, Dex 15, Con 18, Int 19, Wis 17, Cha 17
Skills: Concentration +14, Hide +8, Knowledge (Psionics) +14, Listen +13, Move Silently +10, Psicraft +14, Spot +13, Swim +13, Use Psionic Device +13
Feats: Improved Initiative, Combat Manifestation, Ability Focus (Mind blast)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

"Awright!! Tourists!  I love tourists! Oooh and they have a lil dwarf hottie...Maybe I won't be eating them all after all..."

Selachii flayers resemble great purple sharks with lamprey like mouths surrounded by small tentacles, and no dorsal fin. They are perfectly adapted for underwater life.  Unlike real sharks these Mindflayer mutations tend to have a sense of mischief, and spend much time playing with their prey.  usually by sneaking up on them while telepathically projecting the theme song from Jaws into their heads.  How they know the Jaws theme song is irrelevant, and we ask that you do not pursue this line of questioning further.  Selachii are roughly the size of a Bull or Mako shark.  They speak Aquan and Common.

Skills: Selachii have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim check. They may use the Run action while swimming in a straight line.

Improved Grab (Ex): If the Mindflayer hits with it's Bite attack it may attempt a Grapple check as a Free Action without provoking an attack of opportunity. If successful it may Swallow the next round.

Psionic Powers: A Carnal Mindflayer Selachii manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Panicked for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Swallow Whole (Su): A Selachii can extend its jaws to Swallow a Medium or smaller opponent by making a successful Grapple check. A swallowed creature takes 1d6+5 bludgeoning damage and 1d6+5 acid damage each round. A swallowed creature may cut its way out with a light slashing or piercing weapon by doing 15 points of damage to teh Selachii's stomach (AC 13). Once the creature exits muscular action closes the hole, and other creatures must cut their own way out. The Selachii's stomach can hold 1 Medium or Small, 4 Tiny, or 8 Diminutive or Smaller creatures.

Combat: Selachii blast their foes with their Mind Blast in an attempt to thin out the group opposing them. They will then eat whoever is slowest, or whoever seems most dangerous (i.e. casters, peple who made their saves). They will repeat this picking foes off one by one.  Their tentacles are too small to extract brains, so they just swallow victims whole usually.

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Re: Mindflayers
« Reply #16 on: November 11, 2011, 08:23:26 PM »
Carnal Mindflayer, Slime
Medium Aberration
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Climb 30'
Armor Class: 17 (+2 Dex, +3 Natural, +2 Deflection), touch 14, flat-footed 16
Base Attack/Grapple: +6/+7
Attack: Tentacle +7 melee (1d4+1)
Full Attack: 4 Tentacles +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25, Slime
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 12, Dex 15, Con 15, Int 19, Wis 17, Cha 17
Skills: Balance +4, Climb +5, Concentration +12, Hide +2, Knowledge (Psionics) +14, Listen +13, Psicraft +14, Spot +13, Use Psionic Device +13
Feats: Improved Initiative, Combat Manifestation, Multigrab
Environment: Underground
Organization: Solitary
Challenge Rating: 9?
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +8?

"I am so not touching that.  You didn't say they'd be icky..."

"Of course they're icky, they're Mindflayers.  Thats the entire friggin point of being a Mindflayer!"

Slime Mindflayers are covered in noxious purple goo. They can alter the consistency to make it sticky or oily. While the other flayers dont mind them, most humanoids find them disgusting. Except for some perverts among the Drow. What is it with the Drow anyway?  They are otherwise pretty identical to the average Carnal Mindflayer. 


Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Slimer manifests psionic powers as an 8th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 17 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Slime (Ex): A Slimer is covered in purple slime. As a Free Action it can later the slime to make it sticky or oily. If the slime is sticky the Slimer gains a +8 Circumstance Bonus to Climb, Balance, Trip, and Grapple checks (except when its trying to escape a Grapple). If the slime is Oily it gains a +8 Circumstance Bonus to Swim, Trip, and Grapple checks (only when attempting to escape a Grapple). It also gains a -8 Circumstance penalty to Climb and Balance checks. The slime also gives it a +2 Deflection Bonus to AC. Track rolls are automatically successful unless the Slimer enters the water at some point.

Combat: Slimers tend to try to hide, mind blast, and then close for grapple as soon as possible using their slime to ensure their prey cant escape.

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Re: Mindflayers
« Reply #17 on: November 11, 2011, 08:23:44 PM »
Carnal Mindflayer, Albiniid
Large Aberration (Aquatic)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Swim 30 ft., Climb 30 ft.
Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +7/+11
Attack: Tentacle +11 melee (1d4+4)
Full Attack: 4 Tentacles +11 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25, Blind-Sight 60', Amphibious, Blind
Saves: Fort +7, Ref +6, Will +10
Abilities: Str 18, Dex 16, Con 18, Int 16, Wis 17, Cha 19
Skills: Climb +12, Concentration +9, Hide +13, Knowledge (Psionics) +8, Listen +7, Move Silently +13, Psicraft +13, Spot +7, Swim +17, Use Psionic Device +14
Feats: Blindfight, Combat Manifestation, Overchannel, Talented *
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

*Feats not found in the Players Hanbook are from the Expanded Psionics Handbook.

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!

"Tor...relax man it's just a giant albino flesheating Mindflayer."

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!

Seriously, relax man, we've killed these things before."

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!

I swear to god if you don't shut the hell up I'm gonna lock you in this room with him."

".......'

Albiniids are underground aquatic Mindflayers mutations. Bone white with no eyes and suckers on their limbs, they aren't pretty even by Mindflayer standards. Most of them are extremely cannibalistic, which means they tend to get put down at birth. But they aren't picky if other flayers aren't available. They'll eat anything down to the bone.  Some of them eat bones too.  Albiniids understand Common, Undercommon, and Dwarven, but few of them speak.  Most of them tend to be completely bonkers from years of isolation with no one to talk to and have forgotten how to talk.


Skills: Albiniids have a +8 Racial Bonus to Climb and Swim checks, and can always Take 10 on a Climb or Swim check.

Improved Grab (Ex): If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.

Psionic Powers: A Carnal Mindflayer Albiniid manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Blinded and Deafened for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Blind (Ex): Albiniids are blind, and therefore immune to any effects that are purely visual, such as flashes of light or visual illusions.

Combat: Albiniids will generally try to blind their foes putting them at a disadvantage. Then they can grapple and extract more leisurely. Many do hit and run attacks like this, slowly taking groups one at a time.

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Re: Mindflayers
« Reply #18 on: November 11, 2011, 08:24:10 PM »
Carnal Mindflayer, Cuttleworm
Large Aberration
Hit Dice: 10d8+70 (115 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Swim 30 ft., Climb 30 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+11
Attack: Tentacle +11 melee (1d4+4)
Full Attack: 6 Tentacles +11 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Psionics, Extract, Mind Blast
Special Qualities: Telepathy 100', Power Resistance 25
Saves: Fort +10, Ref +4, Will +10
Abilities: Str 18, Dex 12, Con 25, Int 10, Wis 17, Cha 19
Skills: Climb +12, Concentration +7, Hide +6, Knowledge (Psionics) +5, Listen +5, Move Silently +6, Psicraft +5, Spot +5
Feats: Blindfight, Combat Manifestation, Overchannel, Wounding Attack *
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: ---

*Feats not found in the Players Handbook appear in the Expanded Psionics Handbook.

"Jim...Jim that big boogity worm on the wall is talking to me without no voice..."

"And it's moments like this why none of the other adventurers wanted to be with you when we decided to split up Bubba."

Cuttleworm mutants resemble Carrion Crawlers from a great distance.  The other Mindflayers find them disturbing, and treat them much the way primitive humans treat mentally or physically disadvantaged individuals.  Which is to say not too well.  In return the Cuttleworms treat other Mindflayers like humans if they have one cornered alone.  Which is to say not too well.


Skills: Cuttleworms have a +8 Racial Bonus to Climb checks, and can always Take 10 on a Climb check.

Improved Grab (Ex):If the Mindflayer hits a Small, Medium, or Large creature with it's tentacle attack it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can attempt to attach its remaining tentacles with a single Grapple check. The opponent can make a Grapple or Escape Artist Check to escape, but the Mindflayer gets a +2 Circumstance Bonus for every tentacle that was attached at the beginning of the opponents turn.

Extract (Ex): A Mindflayer that begins it's turn with all 4 tentacles attached to an opponent and that makes a successful Grapple Check extracts it's opponents brain killing it instantly. This power is not instantly fatal to creatures with multiple heads, and it does not work on Constructs, Elementals, Oozes, Plants, and Undead.


Psionic Powers: A Carnal Mindflayer Cuttleworm manifests psionic powers as an 10th level Wilder. Save DC's are Charisma based.

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 20 Willpower Save or be Paralyzed for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Combat: Cuttleworms usually open up with a paralyzing Mind Blast or 3 before munching on someone.  Psionic powers tend to be reserved for troublesome individuals, and escapes.

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Re: Mindflayers
« Reply #19 on: November 11, 2011, 08:24:28 PM »
Half-Illithid, Carnal

Half-Illithid, Carnal is an Inherited Template that can be applied to any Aberration, Humanoid, or Monstrous Humanoid.  They get around them Mindflayers do.

Size and Type: Size is unchanged, Type becomes Abberation.

Hit Dice: Racial Hit Dice become d8's.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +1.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, and gains the following:

Mind Blast (Su): This Psionic attack is a 60' Cone. Anything in it must make a DC 17 Willpower Save or be Confused for 3d4 rounds. The Save DC is Charisma Based. This power is the equivalent of a 4th level spell.

Psi-Like Abilities (Su): A Carnal Half-Illithid possesses a number of Psi-Like abilities depending on it's Hit Dice.  Manifester Level is 8th.  2 HD or less: Any one power from the Psion list of 2nd level or lower 3 times per day.  3-4 HD: Any one power from the Psion list of 3rd level or lower 3 times per day. 5-6 HD: Any one power from Psion list or 3rd level or lower 3 times per day.  7+ HD: Any one power from the Psion list of 4th level or lower once per day.


Mutation: The Half-Illithid gains a random mutation chosen from the following list:

1) Armored: Whether armor plate, rolls of fat, or just leathery hide you are harder to hurt.  Natural Armor Bonus increases by +10 instead of +1.

2) Super Brain: Your head has an enormous brain, granting you 2 extra power points per level, and you are considered to be one Manifester level than you are for purposes of how many power points you may spend on a power. 

3) Flight speed 40 ft., Good. 

4) Rubber Limbs: Your reach is 15 ft. as your arms are capable of stretching.

5) Third Eye: Blindsight 30', +2 Wis.

6)Part Starfish: Regeneration 5.

7) Tentacle Tongue: You have a Tentacle Attack.  While kissing someone (or if you have them pinned in a Grapple) you may insert your long barbed tentacle tongue into their throat.  They immediately begin suffocating (See DM's Guide page 304) unless they can escape the Grapple (they are at -4 on all Grapple rolls as your tongue is hard to dislodge, and difficult if not impossible to chew through).

8) Soft bones: Due to your cartilaginous bone structure you enjoy the benefits of Improved Grab and a +4 Racial Bonus to all Grapple checks.

9) Segmented Mouth: While your face appears normal your head/mouth are 4 separate segments which can unfold allowing you greater Bite damage.  Damage depends on Size: Fine (1d2), Diminutive (1d3), Tiny (1d4), Small (1d6), Medium (1d8), Large (2d6), Huge (3d6), Gargantuan (4d6), or Colossal (6d6).  This is a Primary attack adding double your Strength modifier in damage.  When grappling an opponent you may opt to do the damage listed for your Bite as opposed to you normal Grapple damage. 

10) Psychic Power: Choose any 3 powers from the Psion list of 3rd level or lower.  You may Manifest them at will as an 8th level Manifester. 



Special Qualities: Retains all Special Qualities of the Base Creature and gains the following:

Darkvision 60' (Ex)

Power Resistance (Ex): A Half Illithid has Power Resistance equal to 10 plus its Hit Dice.

Telepathy 100 ft. (Su)

Saves: Recalculate Saves from Racial Hit Dice only to reflect new Type (i.e. Willpower is only Good Save).

Abilities: Int +4, Wis +4, Cha +4

Skills: Use Psionic Device is always a Class Skill.

Feats: Unchanged.

Environment: Same as Base Creature and Underground.

Organization: Unchanged

Challenge Rating: +3

Treasure: Unchanged

Alignment: usually Chaotic

Advancement: Unchanged

Level Adjustment: +6

Example of creature using template here:

                      Shurlee
                      5th level Human Expert/Carnal Half Illithid
                      Medium Aberration
Hit Dice:             5d6 (17 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +3/+2
Attack:               As Weapon +2
Full Attack:          As Weapon +2
Space/Reach:          5 ft./5 ft.
Special Attacks:      Mind Blast, Psi-Like Abilities, Mutation (Psychic Power)
Special Qualities:    Dark Vision 90' Telepathy 100', Power Resistance 15
Saves:                Fort +1, Ref +2, Will +8
Abilities:            Str 8, Dex 12, Con 10, Int 17, Wis 18, Cha 20
Skills:               Bluff +13, Concentration +8, Diplomacy +13, Hide +9, Knowledge (Local) +11, Listen +12, Move Silently +9, Search +11, Sense Motive +12, Spot +5, Use Psionic Device +13
Feats:               Deep Vision (see COmplete Psionic), Inquisitor (See Expanded Psionics Handbook)
Challenge Rating:     8?
Treasure:             As per a 5th level PC
Alignment:            Chaotic Neutral
Advancement:          By Character Class
Level Adjustment:     +6

Psi-Like Abilities (PS): Cloud Mind, Detect Hostile Intent, Id Insinuation 3/day, Manifester Level 8, Save DC 18

Mutation>Psionic Power (Ps): Can Manifest Empathy, Sense Link, and Telempathic Projection at Will (Save DC 18, Manifester Level 8).

"I want that woman arrested."

"Which woman sir?"

"The purple skinned woman.  She keeps sending me telepathic pictures of her spanking me with a dead monkey."

"Aren't you a Paladin?"

"Yes but I have no legal jurisdiction in your country."

"Ah...yes...well I'm afraid we can't arrest her sir."

"Why not?"

"Knows all our secrets.  Sorry."


Carnal Half-Illithids are the result of the Carnal Mindflayers social revolution upon discovering the possibilities of reproduction by mating as opposed to ceremorphosis.  They got off to a bit of a rocky start, and now there are many purple creatures with somewhat flayery traits.