Sunteți pe pagina 1din 98

I

M o n s t rou
Credits
Designer:
Bruce R. Cordell
Editor:
Keith Francis Strohm
Proofreaders:
Michele Carter
Miranda Homer
Brand Manager:
Thomas R. Reid
Valuable Assistance:
Skip Wdliams
Steve Winter
Art Director:

Portions of this work were adapted from the following sources: The MONSTROUSMANUA
Sargent; Uncaged, by R.V. Vallese; SPELLJAMMER@ Campaign Seffing by Jeff Grubb;
S a T h 2 PLAN ESCAPE^ Campaign Setting 0) D l w "Zto %k, A Guide to the AslralPlane D, M:liie COCK.DUNGEON"#24, .'Thunder
Under Needlespire," 3, .ares .a:o:s O P U O N :Skills
Thoughts ofDarkness, ~y David Wise: PLAYERS ~ and Powersol D?ua.ss N c': a111
Dale Donovan, Eye to Eye by ThomasReid, The Sea Devils by Skip Williams

Cartograpky:
Introduction -Illithid Theology, 40
-Illitbid% The Legend, 4 Ilsensine, 40
-The Bowels of the World, 4
--Encounter in

--Consequences, 6
-Inside the Illithid
Illithids: What They
Concept of T i e , 45
-Mind Flayers at a
Glance, 7 Lot ofthe Thrall, 46
Anatomy, Abilities, Intedlithid Relationships, 46
and Limitations, 7 The Elder concord, 47

-Illithid sodalCustoms, 53
Variations

-Ceremorphosjs, 11
-Adults, 12
-Illithid Variations, 14
Arcane Illithids, 14
Ulitharids, 15 Illitbids and Githzerai, 60
Elder Brains, 16
Anloons
An Illithid Community
Illithid Vampires, 18 -Abstemious, 61
-A weal Mind Flayer Dwelling,

-
NeotheIids, 18

Optional Psionics Rule#l, 21 -Psionic Item Distributiun, 77


Optional Psionics Rule#Z,21 Psionic Item Descriplions, 77
Psionic Attack and Combat, 21 Unique Psionic Items, 83
Quick Psionic Rules For Illithids,22
Illithid Psionic Attacks, 23
Illithid Psionic Defenses,24 Mind EIayer Quick Stat Reference
Illithid Psionic Disciplines,25 -standard illithids,86

-
-Unique Illithid Psionic Disciplines,28 -Arcane illithi&, 86
Unique Psionic Power Menu, 28 -Ulitharids, 86
Unique Psionic Power Descriptions, 28 -Anloons,87
-Psionic Drawbacks, ,"- -Illithid vampks, 87
Psionic Cascade, 33
(I Psionic Disease: The Ashen, 24
-Brain golem, 88
<raniurn rats, 88
0 Psychic Flareback, 34
Partial Personalities, 35
4:rimlocks, 88
-Lugibossk (Ilsensine's Proxy), 89

c)
3ia History and Theology
a r i g i n s , 36
-Ancient History, 38
-Fall of Empire, 39
Monsters

-Recent History, 39
3 am done.

men& notes, tert / r a p


ittit/LiA race.

peareA. In IrgAkemanursre

speak o/ ittitkiA a5sasins initiati

this t a t , you couU mark yourdrtf as a


muck..zrehncein tkis, the rumor does sup

with @pent F t d trips innto the bUbt4rranan hpths, Wmding Xp-CtDbL


and personat observations of living ittitkih. This t o w , there/m, consists
o/ e p a t parts journal recmds, intrwicws, tihnrty research, ad Air& CDn-
tact with mind flayen thdrtves! yluAteis say, such WCU&BM are
/Taught with eutreme danger; b$akerwtn w ~ ab rwtn ~f arknt courage
a d ingenuity, Jt w a a great toss w&n the famous entnptrnrur taitd to
return the hpths B/ the emth w&te fottDwing a r u w B/ mwty Ais-
covered ittithid ruins. This tazt is therefme Adicacu( to the W m D T y D/ 5.
u ~ dark
e elves (whether they admit to it or not). Of
course, sifting the underdark for valuable items suitable
Colloquially known as "mind flayers," illithids for male on the surface requires constant exploration
and the requisite expansion of trade routes. In the end, it
universally elicit images of horror and fear in the minds of was inevitable that I found the creatures I most feared.
surface dwellers and underworlders alike. lllithids shock
and repulse other races due mostly to their practice of The Bowe
cephalophagy, otherwise called brain-eating. This
abominable habit has such power to appall that the saying,
of the World
Always quick to exploit new opporhmities, I orga-
"The 'flayer hasn't eaten yet!" was coined centuries ago to nized an underdark trade expedition as soon as news
convey hope i n the face of near-impossible situations. reached me concerning a colony of elusive rockseer
elves. I was familiar with the rockseers only through sto-
As the principle owner and operator of "Wakeman's nes, but these tales convinced me that a trade agreement
SubterraneanExotics," my bottom lime depends upon se could prove profitable. As usual, my associates Rasteno
cure trade routes into and out of the underdark, a realm and Cazpar accompanied me, along with a dozen sea-
of caverns and tunnels that honeycomb the earth. Using soned mercenaries. My associatestended the goods we
the most stringent cautionary measures, my agents and I wished to trade (kaffeeand grainohol), while the merce-
try to avoid the vicious brain-eating illithids feared by naries provided insurance against aggressive encounters
every other race inhabitjng the underdark-including in the bowels of the world.

Fd
We descended into the interior of a long-dead vol-
canic vent and journeyed into the damp darkness. Caz-
pars mountaineering skills were vital in the multi-stage
belay downward. While not the easiest access to the
depths, our vertical route assured us relative anonymity;
an annoying band of drow bandits had recently begun
harrying our regular paths, and we wished to avoid
them. After a descent of some 3,000 feet, the vent finally
pierced a series of horizontal tunnels. The fringes of the
underdark lay before us.

Encounter in Darkness
Three days of rapid travel through previously
mapped tunnels brought us to the edge of familiar terri-
tory. We slowed our progress, as its not wise to run un-
prepared through the uncompromising ecosystem of the
underdark. The dearth of resources below the earth has
elevated compebbon among predators and intelligent
species to a lethal degree unknown in the world above;
not wishmg to become part of the underdarks food
chain, I deployed two of the mercenaries to scout our
forward trail. Soon we were off, hunting for rockseer
elves and profit.
How does the old saying go: What does it profit a
man . . .? I cant recall, but I have a feeling that the
lesson contained therein addresses the subsequent
fortunes of my expedition. My decision to press ahead in
spite of the scouts report of unfamiliar spoor was
incautious at best-though sheer folly is a more apt
description.
The w h t l e of crossbow bolts passing close, as well as
screams laden with blood lust, announced the sudden,
savage attack. Two well-aimed bolts destroyed the
lantern; we were plunged into darkness, still ignorant
of our foes identity and number. Ringing steel and the
sudden warning cries and shouts of the mercenaries left
no doubt in my mind that the enemypressed its advan-
tage. The exclamations of the mercenaries grew desper-
ate before I produced my lampstone.
Golden light washed across the cramped cavern,
revealing half a score of blankeyed, g r a y - s h e d
humanoids in mortal combat with the outer ring of
mercenaries. The warriors had fared poorly during the
lightless seconds-fully half my men lay dead or
mortally wounded upon the unyielding cavern flmr. As
a result of the magical illumination, however, I was able
to put a name to our enemy We fought cannibalistic
gnmlocks, men whose ancestors forsook the light to live
brutish, bliid lives beneath the earth.
It was touch and go for a while, but with the return of
vision, the remaining mercenarie- well as Rasteno
and Cazpar-began to repel the grimlock onslaught.
Our seeming victory was short lived, however. Just as face of the illithids obvious mental attack. I finally
the white-orbed humanoids gave ground, our mercenary choked out, W that thing, or were all dead!
captain turned from the enemy to bury a long sword Im afraid that after this ay-made up of equal parts
deep into the back of a compatriot. terror and desperation-I passed out, probably due to
The mercenaries wavered in reaction to the sudden the aftereffects of the illithids brain blast.
betrayal at their flank,and their line collapsed
completely when the grimlocks renewed their ferocious
advance.Horrified, I watched the mercenay captain Consequences
continue to hew down his erstwhile command. A Unrelieved blackness defined my world. I lay for
suspicion began to take root and grow in my mind. . .. some few seconds bereft of memory, the cold, hard stone
Just then, Rastenos arm whipped forward, poin!jng pressed against my face. I uttered an involuntary moan
down a dark side tunnel. Somethings back there! he and reflexively clutched my hands as memories of the
screamed. Those were the last words I ever heard him preceding moments trickled back into my consciousness.
speak. Renewed pressure on the lampstone, still nestled in my
I turned quickly to look and beheld the incarnation of palm, produced a resurgence of illumination, revealing
my fear staringback at me from the flickering shadows my plight.
of the tunnel. The robed figure stood just out of the light, The dead lay everywhere, their bodies intertwined ha
but the lampstones illumination dimly revealed its mis- their finalstruggle, a grisly metaphor of the animosity
shapen head and the writhing,coiling duster of slick between men born to light and those born to darkness.
tentacles that depended from it. As I opened my mouth Next to me, Rastenos form lay rigid, his last f r o mex-
to give warning of the true enemy at our backs, I felt a pression communicatingpure pain. Overcoming a fear
scratch across the surface of my mind. so tangible that it tasted like blood, I turned my head to
Rasteno screamed again, this time inarticulately, and look into the side tunnel where Rasteno first noticed the
fell to the ground in the grip of a violent convulsion. I re- tentacled creature.
mained standing, in better control of my faculties in the Cazpar stood over the prone form of the mind flayer.
His hands were red as he turned to face me.
Wakeman, I thought you slain, he said, relief e+
dent his voice.
Not yet, I replied shakily,but with returning
Strrngth.
It was luck that saved me--luck and Cazpars deadly
martial skills. I knew that I could just have easily join&
the rest of my men, their lives spilled out across the rock
I shook my head in sadness, and the thought assailed
me: W h y was I spared?
I didnt know the answer to that question then, and I
dont know now. However, as I surveyed the carnage I
realized that my fear and ignorance of the illithids was
responsible for the deaths of those in my employ. I r e
solved then, upon the site of Rastenos gruesome
demise, to make the study of mind flayers my first
priority.
p reaarding mind #a
institwent parts. F o r instance,
Qakemani notes clearfy desdrik
rclithids as pssessing tootked mi-
ks, whereas several diagrams 7C.e
a c c u ~ u l a t e din tke +at Libra
show beaked mouths. A Aditional i

. . -

"I
notes undiluwted, I C opted t o red
his IindEngs over intormation
dredged out o,$ dusty archives, L
tionary tales, and bardic stories
meant more (or entertainment than
enliglitenment.

&A-
UlluuLw &It2 dlllpruu
To truly understand illithids, it i s f i r s t necessary to comprehend how their bodies and hennaDhrodites,HL.,
minds function. These creatures share a few physical attributes with other humanoid ever, their internal struc-
tures are notably si
races, but portions of their anatomy are totally alien i n make-up and composition. An
to that of more standard
analysis of their analogous humanoid characteristics-as well as a detailed examination humanoidraces.mse
of their esoteric physiological systems-fuels our comprehension, and we come closer analogous structures

An illithid is comparable to a human in h


general build, but it possesses sickly, violets
tens with ubiquitous mucous. Its hands have only three
fingers plus a thumb, and its eyes are dead white,seem-
ingly devoid of pupils. Most ominously, an iUithid's

I
bulging head contains four grasping tentacles surround-
ing a circular mouth ringed with many teeth. A
Illithids generally live in subterranean colonies, as
A
0 Head: lllithids possess elon- bright light. Unlike other races that
gated and ridged heads coated with possess less developed senses of
mucous (see 6 below). Many have infravision. the illithids' infravisual
likened the illithid head to that of an clarity compares favorably with nor
octopus; however, standard illithids mal vision within its functional
possess only four tentacles (see 4 range. This range decreases in
below). This comparisonmay ac- a brighter light due to the increasing
count for the many apocryphal sto- "polarization" of the white sclera.
ries and diagrams describing mind
flayers with beaked mouths. 0 Auditory Canals: An illithid
Unlike most other humanoid does not possess exterior ears like
races, illithids completely lack the many other humanoid races. lnsteac
ability to sense odor in their environ- it relies on small, ridged holes on
ment. Their psionic capacity (see either side of its head. These fleshy
Chapter 3 for more details) some- ridges surround each auditory canal
what compensates for this missing and function in a limited degree like
sense-though it remains a weak- real ears, collecting vibrations over i
ness sometimes exploitable by wide surface area and channeling
clever opponents. them down the canal, where they are
processed into sound. However, no
@ Eyes: The eyes of a living illithid iiiithid can everachieve theacuteau
are featureless and white, similar in ditory perception of a creaturr nnc
appearance to blind cave fish that have sessing true ears
evolved away from the need to register
visible light. This comparison, how-
ever, is inaccurate. lllithids actually
possess supernormal visual capacities
in the infrared spectrum; the pale
sclera coating illithid eyes screens out
all visible light, but allow infrared Tentacles: The most disturb.
light easily. ing aspect of an illithid's physical
.!.,
$. anatomy is its tentacle cluster. An
:i illithid's tentacle is an elongated,
flexible, unsegmented extension
used for feeling, grasping, and
procuring nourishment. Each ten-
tacle measures between 2 to 4 feet
length in the mature illithid. Al-
l though illithids possess full volun-
~ tary control over these appendages,
I
1 the tentacles are apt to writhe and
~ undulate absentmindedly while the
creatures engage in actions not re-
quiring them. In addition, illithid
tentacles punctuate mental commu-
nication, manipulate special tools,
and allow mind flayers to read theii

The sclera also insulates the


illithid's own body heat from its in-
fravisual orqans. Thus, illithids al-
ways perceive the worldwith
I special qualith (engraved writing
readable by touch; see "Nonpsionir
Communication" on page 56 for
more details).
1 Despite its multiple uses, a ten-
infravision, whether in the dark or in tacle's primary function remains that
amplifying rne personal pslonic mighi 01
inoividua illithids and reduc ng the mental
strain of psychoporlive powers by easing
ful tentade attack inflicts 2 hit points and restrains me target. Wile at least on illirnid penerration inro the Astral an0 Ethereal
holds the victim, each succeeding tentacle attack acerues a cumulative ti bon Planes.
e illithid's attack roll (to a maximum of t3 for the last tentacle a m ) . Con:ectJre hitner poinrs io the mucous as
*aracters struck by an i l l i tentacle can lree themselves from the the some ol rhe mind flayers' significant I
.yywlw' .*liW. a succBsstuI bend barslligates IOU. Such an attempt takes one magic resistance. The ps'-act ve marerial
ched to thevictim, the ill seems, by irs very nanre, to repel mag ca
wits brain out in the next r effects.
Quick IO take advanrage of ine ps onic am-
01 orain eflraci on. As mown in the analom cal cross seciion, an illithid plification qualities 01 their epidermal mucous, iilimids have 'ncorpo-
ienlac e n o m s a tn'n o A tnat rLns lrom a g.ano ocated near its base to rated excess slime into psionic iiems (see Chapter 7 lor more detai s).
me leniac e9 lip. The gland (one per leniac e) secretes and stores a power- However, the same mucous, when removed lrom a living i iirn,o body,
1. Iesh-ana-ooned sso v ng enryme lhai en-
ao es an m;o io nsen 'Is lenracles qulckly
'

inio ihe orain case 01 IS ntenoed w aim. Tne


enzyme rap o y oeactiwaies on conraci w th a I.
ano all anempis io harvest me enzyme lrom
s ain or capiive rnios renders the enzyme in-
'

acriwe.

louth: L kc thc amprey. an iinid pos-


JII.IJLI)sewera r o w 01 norny teerh ser in a c r-
cu ar ,awiess mOJlh oenearn overnang ng
irniac es Jn kea amprey nowever, an
'I1th'os m o m cannor rasp a no e n 11svic-
iim's Doow Insieao. an liin u .ses IS ieeth IO
masticate and swallow exposed brain tissue extractedfrom the victim's loses ail ability to resist magic. Nonillithids remain mostly.unaware of
skull. Additionally, these creatures breathe through their mouths, as they the true psionic capacity of the mucous-though rumors tell of some
lack nostrils. human mages who possess a formula for a potion of ESP that uses
The absence of mind flayer vocal c0rds-s well as the lack of an oral illithid mucous as an effective ingredient.
cavity suited to shaping speechkrenders illithids mute. Psionic ability al-
lows illithids to communicate with each other and any sentient species, in @ Hands: As shown in various renderings, illithids possess hands
spite of their verbal deficit. At will, they can use line-of-sight telepathy to that are quite humanoid in appearance--except for the lack of an index
communicatewith any creature; this power does not inhibit their use of finger. The three remaining fingers and thumb possess mauve to red
other psychic abilities. shading. lllithld nails are thick and black; however, they are too blunt to
A few accounts give examples of mind flayers talking or yelling; the deliver an effective claw attack.
authors of these particular stories mistakenly attributed psionic commu-
nication for actual speech, unaware that telepathic communication is the @ Feet: lllithids are rarely seen without distinctive two-lobed boots.
only way illithids can "speak." Beneath this covering, illithids possess two-toed feet conjoined by thin
webbing. While wearing boots, this webbing remains folded. However,
;kinand Mucous: The moist, supple skin of most amphibians ab- when illithids remove their boots to relax in lounge-basins, the two toes
sorbs water and oxygen. lliithids differ in that their hideous mauve skin flex widely, allowing the webbing to enhance illithid swimming speeds.
glistens with a thin layer of mucous, preventing the epidermis (outer layer The webbed toes are a remnant of an illithid's pre-ceremorphic origins
of skin) from passing oxygen. However, the mucous does keep essential (see Chapter 2 for more details).
moisture sealed in. Below the lower layer of the skin (called the dermis),
mucous glands constantly replenish this coating. The glandular secretions
give some illithids faint odors (detectable only at close range, but unde-
tectable to other illithids) similar to onion, garlic, and even vanilla.
While regulating skin moisture is vital, illithid mucous serves another
equally important role in illithid physiology: The mucous is partially
psi-active. Sages theorize that this mucous acts as a psychic resonator,
9
Life CvcIe
-- m d Variations I

fluid; the pool basin usually extends at least 2 feet aboae


the fluids surface. Several unhatched clutches laid by
diffemt iUithids often simultaneouslycoat the inner
edge, making it slick and lumpy in appearance. After a
period of only one month, the eggs hatch, releasing
small, writhing tadpoles into the waiting fluid below.

Tadpoles
Without exception, the briny pools used for spawning
appear in the protected center of an illithid communi-
these pools serve as aquatic nurseries f
illithids and house illithid elder brains
Iuithids begin their lives in the briny pool as tin
mauve tadpoles that breathe by means of external gills
instead of lungs. At first, a tadpole does not possess a
definite shape, nor does it have a tail. Furthe
mouth is simply a Vshaped sucker located on
underside of its body. As its head grows, a tadpole
Q develops a round mouth with a horny rim.At the same
time, it sprouts four tentacled growths connected by
translucent webbing; these growths serve as the young
a t h i d s tail.
This tadpole stage lasts for a full 10 years, during
Cazpar, the current operator of Wakemans Sub- which time the illithid continues to grow and develop.
terranean Exotics, was instrumental in locating, collat- An iUithid tadpole subsists on an allowance of brainmeal
ing, and expounding upon the various notes and prepared by adult mind flayers. The fatty brainmeal pBB
journals scribed by S. Wakeman. With Cazpars assis- vides essential nutrients for a tadpoles survival-
tance, a comprehensiveoverview of the iUithid life cycle, although portions of raw brains might suffice for its
diet, and species variation became possible. nutritional mquirementsin the absence of the prepared
formula.
Those tadpoles surviving a full decade reach a length
Ewls of 3 inches from head to tentacle tip and look somewhat
similar to elongated miniature octopi. Dlithid tadpole
The hermaphroditic mind flayer spawns twice
t their development,remain-
i t s entire life, depositing a gooey clutch o
measuring one-sixth of an inch i n diamete o l e in a clutch do not surviveZo
survive). The d u c k y majority is
clutch contains approximately one thousand egg the elder brain residing in the
bound together by a sticky mass of i l l i t h i d muco view any surviving tad-
suitable candidates for
The illithids deposit each egg clutch alo
inner edge of a briny pool, just above the s
Ceremorph
Cereimorphosis i s the
wherein an i l l i t h i d tadpa
for t h i s closely guarded
Elder TcIngue-cere mea
farm . C eremo r p h os i s
begins when an adult
i l l i t h i d inserts a mature
tadpole i n t o the ear of a
helpless humanoid. The
tadpole burrows i n t o i t s
v i ct i ms brain , quick Iy
consuming much of the
gray matter and replac-
i n g the consumed brain
with i t s own squalid tis-
sue. I n effect, the tad-
pole melds with the un-
eaten lower brain stem
of the victim, k i l l i n g a l l
remnants of the person-
ality and s p i r i t of the
victim, while leaving the
physical body alive far
the tadpole to use as i t s
own body. Within days,
additional morphologi-
cal transformations,
additions, and sub-
tractions (see Anatomy,
Abilities, and Limita-

11
1
I1 unce taduole immantation occurs. the victim is
doomed. A L d p o l e ' r e q k only &e rounds to burrow
into its victim's brain, after which it immediately sub-

b
sumes the creature's personality, replacing it with its
own awakening intellect. Generally speaking,the point
of no return (in the case of the victim) occurs one hour
after implantation. Any time after this, it is impossible to
restore the victim;his or her spirit seeks its fate in the
Outer Planes. Ceremorphosiscontinues normally for the
emerging illithid, during which time it remains helpless.
The transformationfrom humanoid to illithid tissue con-

Adults
A n adult illithid standsroughly 6 feet tall and weighs
in at 170 pounds, on average. Generally speaking, adult
illithids possess a height and weight similar to that of
their humanoid victims prior to cemorphosis. Since
illithids are hennaphditic, no sexual differentiation is
possible betw- individuals.
M i n d flayers are warm blooded and subject t o tiit:

harmful effects of extreme heat, cold, and other'hostile


environmental conditions. O f course, many individuals
possess mental powers that mitigate or completely
alteviate the discomfort or lethal nature of such
environments.

From the time an illithid comes into its adult form, it


can expect to live anywhere from 115 to 135 years. Dur-
ing this period it grows in psionic power, formulates
plans for the conquest of all other races, accumulates a
harem of slaves, and eats brains.
Biochemicals and hornones found only in brain tissue
are essential nutrients for adult illithids.However,
illithids eat brains more for the psychic quotient con-
tained in sentient gray matter than the physical nutrients.
This psychic essence metaphysically nourishes the illithid
far more efficiently than a diet of mere flesh ever could.
Illithids use this liberated psychic essence to reenergize
their metabolism so effectively that the consumption of
only one brain a month constitutes a healthy illithid diet.
Of course, iUithids sometimes eat many more brains in
one month's time if they can p r o m them without de-
pleting future supplies.
Only intelligent creatures (Intelligence of 3 or more)
contain the necessary psychic quotient t o nourish an
i l l i t h i d properly l l l i t h i d s do occasionally snack on the
brain tissue of animals that they consider culinary
delights-such as ustilagors, the immature forms of
intellect devourers However, i l l i t h i d s become
malnourished and weak i n the absence of the m i n i m u m
essential sentient brain per month For every month an
i l l i t h i d goes "hungry," it loses ?4 of i t s original h i t
p o i n t s and Psionic Power Points, u n t i l it finally starves
to death following the fourth month of
privation.

segments of the population with less than stellar


abilities.

The following catalogue of illithid variations repre-


From Neophyte to Maturity sents an exhaustive compilation of S. Wakeman's notes,
Even though ceremorphosis produces illithids that ap- as well as the reports of generations of adventurers.
pear mature to the uninitiated, neophyte illithids do not Hundreds of daring men and women risked their lives
possess anything near the experience or mental abilities to collect this information. Sadly, many of them never
that outsiders attribute to all illithids. Just like any other returned.
race, illithids must grow into their strength and powers,
though such knowledge is guarded by mind flayers.
In fact, from the time illithids are "born" to the time
Arcane lllithids
their powers mature, many years will pass. Just like Accounts speak of illithids utilizing arcane abilities
other living organisms, experience brings wisdom and and spell-like powers. In truth, illithids are psionic in na-
new abilities; illithids that live long enough can expect to ture almost by definition. It is likely that such accounts
reach their race's standard potential within 21 years of derive from witnesses unfamiliar with psionic devo-
their emergence. Thus, while an illithid force of traders, tions, or from those who feel (perhapsrightly so) that all
explorers, or other important group consists of mature manipulation of the physical world that occurs without
illithids, a large subterraneancity of illithids possesses resort to physical methods is "arcane."

14
(as aescnvea m 1 M compwte
and Powers)should use the game
Chapter 8. The creature's abilitic
. Spells and spell-like powers uti-
lize logic-independent spells and
formulas to manifest effects,

..
I
II
es of the flayer-kin (elder brains, word seldom used to describg.
variants (ditharids, alhoons, and .. hue magic. Perhaps this goes
some way to explain why illithid
psychoactive mucous is so resis-
tant to the effects of magic.
The mental abilities utilized bv mind flavers are
psionic in nature; that is, they derive from mental exer-
cises that catalvze change
Ulitharids
" external to the enactor's mind
and body. Some argue whether the forces tapped and Approximately 1out of every 25 illithid tadpoles re-
manipulated by psionic devotions are synonymous with quire twice as long (20 years) to mature sufficiently for
the energy tapped by arcane spells. However, the incon- ceremorphosis; these tadpoles ceremorph into
testable fact remains that psionic effects are actualized ulitharids if given the chance. However, prior to cere-
according to a philosophy at odds with that used by morphosis, nothing distinguishes them from other tad-
spellcasters and arcani beasts. poles in the brine pool; that is, ulitharid tadpoles do not
stand a better chance of surviving predation by the The elder brain remains alive despite the deaths of its
elder brain than do normal tadpoles. Normally, tissue contributors. It does so via an intricate psionic sci-
there are about 40 ulitharid tadpoles per ence it exerts ceaselessly on its own behalf, maintaining
clutch, and only 2 out of 1,000 tad- itself in the face of entropy. The briny fluid covering the
poles in a clutch survive to cere- elder brain also serves as a preservative, complementing
morphosis. Only 1ulitharid in its psionic effortsof preservation. Additionally, the elder
20,000 tadpoles (20 clutches) ever brain preys upon the thousands of tadpoles that share its
reaches full maturity. pool, extracting the pre-sentient psionic complexus from
ulitharids each tadpole in order to fuel its own existence. Nothing
tower over their but drifting brine and oil remains of a tadpole after the
lesser kin, elder brain feeds upon it.
Despite the gradual addition of
tadpole life force and the mass of new
iUithid brains, the size of an elder brain never
swells beyond a 10-footdiameter. Not even illithids
- .. h o w for certain why the elder brain doesn't burst the
tall. Besides their size, ulitharids confines of its pool over the ages. Many theories exist,
ssess two additional tentacles, granting and since confirmation does not seem forthcoming from
hem a total of six intrusive tentacles and the rev- their elders, illithids generally believe that elder brains
ence of most four-tentacled mind flayers. Finally, an shunt excess mass directly into a psionically maintained
ulitharid can expect to live for at least 250 years, and node on the Astral Plane. The astral portion remains
some have survived far longer before joining the elder wholly functional and unified with the brain remaining
brain. on the Prime Material Plane.
Ulitharids are, in a sense, "super" mind flayers; they The elder brain d e s an illithid community-
quickly rise to the top of the community which engen- although the role of each elder brain varies between lo-
dered them, exercising their will upon normal illithids cales.Afew particularly despotic elder brains oversee
for the greater glory of the race. An ulitharid's each and every decision that potentially affects its com-
"favored status, arising from its two extra tentacles, munity. However, the majority of elder brains are more
often places it in the office of Creed-master, expedition passive; they serve as consultants, advisors, and, most
leader, godly liaison, or all three simultaneously.How- importantly, the living repository of the community's
ever, the infrequency of an ulitharid's birth means that technology, history, and psionic expertise.
only 1 out of every 10 illithid colonies can boast an Because it is the center for all lore within its commu-
ulitharid elder. nity, an elder brain remains in constant mental contact
with its illithid "children" via telepathy. Its structure is
See the M i n d Flayer Quick Stat Reference i n Chaptei such that an elder brain can maintain up to 10 distinct,
parallel mental conversations.Queries to the elder brain
8 for quick reference game statistics on ulitharids take the form of questions concerning legal precedent,
tunnel engineering, psychic reference, and psionic in-
struction-to name just a few. An elder brain also func-
Elder Dmins tions as the de-facto "library" within an illithid
The elder brain lies at the center of an illithid commu- community, recording information within the organic
nity. It is a sentient, disembodied mind that resides at the lattices of its mind. Any illithid can tap into this living li-
bottom of a pool filled with briny fluid. The elder brain's brary with a simple telepathic query.
cognizance stems from the cast-off brain tissue of re- The elder brain has a telepathic range between 2 to 5
cently deceased mind flayers. In effect, an elder brain is miles, depending on its age and size. Within this radius,
a conglomerate of illithid minds mingled and alloyed in the elder brain is aware of all thinking beings, making it
united consciousness. It is the right and duty of every difficult to penetrate an illithid community without its
illithid one day to join the elder brain in exalted mental- elder brain immediately detecting the invasion and dis-
ity, guiding and shepherding its erstwhile community. patching illithid enforcers to deal with intruders. An
While most illithids believe that their personality will elder brain can telepathically communicate with every
survive the transition, the elder brain actually suborns sentient being within its range, even through solid stone.
individual egos to the gestalt consciousness that suffuses Within this range, the elder brain can also relay commw
its mass of tangled, fibrous tissues. nications between individuals, so iUithids that are not
16

lI4
within each others line- overmind whose elder- 1
of-sight can still commu-
nicate.
A sage named
a L
brain neurons connect
via the Astral Plane.
Such an entitv would r
Hapworth claims that possess vast powers. It
each elder brain seems unlikelv that
possesses the ability to illithid deities would ap-
bud a portion of itself prove the birth of such a
into a humanoid shape multi-planar being
and then secrete a whose prerogatives
membranous skin to would almost certainly
cover over the naked compete with their own.
brain tissue, creating an
entity known as a brain
golem. Hapworth See Chapter 9 for
believes that brain
golems are created at the
1 elder brain game
statistics, abilities, and
behest of the illithids to
serve as guardians in the strategies i n the face of
community. While aggression
brain golems may very
well serve as extra
muscle in a pinch, in woc AIhoons
reality they function as
(IlIithiIichs)
-+$
physical extensions of
the elder brain. An elder Rogues exist within
brain creates each every culture, and mind
extension for a specific flayer society is not im-
purpose; once a brain mune from individuals
golem completes its that fly in the face of
purpose, its creator re- convention and act in
L
absorbs it. For the most ways that flout illithid
part, illithids remain sense and sensibility.
ignorant of the purpose Mind flayers that stray
of each mobile budding, and so they regard brain furthest from illithid ideology in search of personal
golems as temporary servants while the creatures power sometimes ignore their mental development in
remain apart from an elder brain. favor of the more chaotic rewards of magical study. Of
Among illithids, a peculiar rumor exists concerning course, illithids frown on arcane experimentationin gen-
elder brains and their fmal disposition. The rumor sug- eral. Those illithids found secretly practicing sorcery are
gests that elder brains are not an end in themselves, but turned out of the illithid community, forever barred from
rather serve a purpose that will be realized in the full- uniting with the elder brain at their lives end.
ness of time. Proponents of this theory regard individual Without fail, mind b y e s that prove magically adept
elder brains as single cells. When the total number of seek to learn the mane formulae necessary to extend
elder brains on all planes reaches some as-yet-unrealized their lives beyond their normal span. Illithids successful
critical number, a sudden psychic flare will instanta- in thisquest become undead creatures known as al-
neously unite every elder brain into a single coherent hoons, illithid lichs,or illithilichs.
17
Alhoons superficiallyresemble their living kin; how- flayers are unable to pass on their curse to their victims.
ever, their skin is dry and wrinkled, free of the ubiqui- Finally, mind flayers hate and fear vampiric illithidsjust
tous mucous that covers living mind flayers. Psionically as much, if not more, than do other races; illithids hunt
speaking, alhoons possess the limited psionic powers of down these creatures whenever they appear. Thankfully,
a young adult illithid not yet at the peak of its powers. no plague of vampiric mind flayers is imminent.
However, the spellcasting powers of a n alhoon alleviate
any deficit in psionic power.
See the M i n d Flayer Quick Stat Reference i n Chapter
Spumed by orthodox illithids, alhoons live singly-
although the rumor of an alhoon conclave does exist. Al- 8 for vampiric i l l i t h i d game statistics.
hoons owe allegiance to no one, and they would not
hesitate to use living mind flayers as thought- or spell-
controlled slaves if the opportunity presented itself.
Urophions
Likewise, illithid communities actively seek and destroy Mind flayers appreciate the potential inherent in their
alhoons, ruthlessly following up all rumor of alhoon ac- ceremorphologid life cycle. Although adapted to utilize
tivity with deadly intent. humanoid forms in their passage from tadpole to mature
mind flayer, illithids sometimes attempt tadpole
See the M i n d Flayer Quick Stat Reference i n Chapter implantation in other species in order to create flayen-
kin, hoping for enhanced and novel abilities that stem
8 for alhoon game statistics from the synthesis of the tadpole's and the original
creature's capabilities.In almost every case, such
lllithid Vmpires experiments yield nothing. However, efforts in this area
continue, impired by the successful genesis of the
Nothing short of twisted, obscene obsession could ac- urophion, or illithid roper.
count for the existence of a vampiric mind flayer. As pro- The urophion is a formidable and violent creature, ca-
fane to the natural world as either are alone, an illithid pable of indulging its lust for gray matter by first stun-
vampire seems like the product of deranged haw- ningpotential meals with a mental blast from the
tion. Unfortunately,illithid vampires do not exist simply concealment of darkness and then extra&@ the brain d
in nightmares. Rather, these evil creatures stalk the nat- its victim at a considerable distance from its bulk. It ac-
ural world, burning with a supernatural hunger that complishes thisthrough the simultaneoususe of all six
they can slake only with the blood, brains, and life of its ropy tentacles. A urophion retains most of the m e
energy of the innocent. tality and psionic ability of standard illithids. However,
Illithid vampires roam the confines of the Demiplane its relatively immobile form prevents other illithids from
of Dread, unable to breach the misty barriers that keep viewing it as an equal. Thus, the urophion usually finds
the demiplane's populace prisoner. However, it appears itself functioning as a guardian for most of its life.
that at least one such creature escaped to the Prime Ma- Urophions that spend their lives in service to an
terial Plane, seeking to quench its undying thirst on vir- illithid community can expect to join the elder brain just
gin populations unprepared to deal with an like standard illithids. However, mphions often become
abomination. discontent with their second-class status, and they es-
The vampiric mind flayer appears much altered from cape into the underdark to pursue goals of their o w e ,
its living kin, in part due to its habit of stalking prey un-
clothed. Its cranium is visibly devolved, shrunken, and
swept back. In addition, its feeding tentacles are omi- r 9 contains the f u l l new monster statistics for
nously longer and thicker than those of living mind flay-
ers, obviously capable of delivering lethal bludgeonings the urophion.
Undeath has also blackened the creature, making it diffi
cult to detect in the darkness. The word that best de- neothelids
scribes the image of the vampiric mind flayer is
"predator." Tadpoles in the pool of an elder brain either serve as
Three factors mitigate what at first glance seems a ter- psychometabolic food (most likely), or mature and m-
rible threat. First, vampiric mind flayers are insane; they dergo ceremorphosisunder the supervision of adult
possess the cunning of a rabid animal, not that of a rea- illithids. It is illithid taboo not to implant a mature tad-
soning being. Second, the process that created these crea- pole into a form-donor. Such an occulTence is not
tures is purely artifiaal; in the wild, vampiric mind recorded in the memory of any living elder brain.
J
Of course, when an elder brain dies,is driven off, or is As the years pass, it continues to grow longer, larger,
killed, the illithid community surrounding it collapses; and more dangerous.
tadpoles in the brine pool gamer little-to-no attention. The first sentient brain that the growing slug manages
These creatures enjoy a brief reprieve from elder brain to eat triggers reciprocal sentience. Self awareness and a
predation-though they do not undergo ceremorphosis. blossoming psionic potential combiie in lethal measure,
However, these tadpoles soon grow hungry in the ab- assuring the success of the matures continued growth
sence of regular feeding. and survival. This event consecrates the entity as a
Hunger turns toward starvation, and the older tad- neothelid-a leviathan slug possessed of dragonlike pro-
poles turn on the younger, buying survival at the ex- portions and malice that leaves a poison trail of mucous
pense of their siblings lives. When only the largest and in its wake. A neothelid also breathes a flesh-corroding
most vicious tadpoles remain, they turn on each other substance that dissolves all but the fatty brain tissue of
until the feeding orgy concludes. It is rare that any single its intended prey-be it man, drow, or illithid.
tadpole survives this scenk-but sometimes, one
does.
Certain species of amphibians remain in larval form
alI their lives, a phenomenon called neoteny. A tadpole

that fails to undergo ceremorphosis-but one that lives Chapter 9 contains the full new monster statistics for
long enough to slither out of its pool of brine into the the neothelid.
world of air-xperiences this phenomena. The growing
tadpole survives by preying upon subterranean vermin,
extracting nourishing (even though nonsentient) brains.
10
l l l i t h i d s possess psychic powers: the ability red . . . screams, pale blue, flutes in
t o call upon inner mental resources t o change e darkness . ..t/ie s e n t ~igarlic, water lapping against
and manipulate the environment without
lii(restDne, a w&ffof tanay brine, and a s i q l e splash .. .
Each successive mentat stratum bh. in/brmation
. and sen-
recourse to physical effort. M i n d flayers can satibn stripped away by the interrogAtOrs revealed yet an-
mentally examine, confuse, and/or control other . w i t h every layer peeled back ti
minds with their own fearsome intellects. In
an mion, wouCA a

addition, they can instantly travel between two


locations using pure brain power. These and cDnt sent thrDugh the un
other powers are known collectively as psionics.

Philosophy of Psionics underdark mmmunity bearing pntentiatly strategic infor-

At least two schools of thought exist re-


garding the true nature of psionic abilities.
One philosophy has it that psionicists initiate
their mental effects using energy wsident
withim the mind itself. The other position ar-
gues that, while the mind initiates and shapes
the psionic effect, the energy of actualization
stems from an extraneous source.
This debate has repercussions beyond prc-
viding fuel for the mouths of sages. If psionic signed t D open the higher tevets ~b the d t e g
effects truly begin and end in the mind alone,
then psionics remains completely divorced u t i p r a n d with it, /ear.
from magic; spells and psionics ignore each -&~i(r t/ie A rckives of the A wane R r d e
other like opposing beams of light.
On the other hand, if psionic powers really
flow from the mental manipulation of exter-
nal forces, Ackaem's Dagger* argues that this
force is likely the same ambient energy m-
nipulated by spells. If true, then the same
essence energizes both a continual light spell
and the psionic science of teleportation, ev
though both effects are channeled by corn-* agic tap the same field of universal
pletely differentmeans. ds retain 90%magic resistance, but
*A'Ackaem's Dagger: A u n i v d rule stahg that the sim- ?Answer: Magic resistance
plest of two or more competing theories is likely the COI- energy'' per se, but rather
ect one. It seems that most worlds have some variation uit used to channel this energy (ie.,
this simple aphorism. discipline a~ opposing "conduits").
illithids draw their PSPs from a uniform pool to activate
psionic sciences, devotions, attacks, and defenses. Each
time an illithid uses its PSPs, it deducts the cost of the
ability from its PSI' total.
To affect another creature with a psionic science or de-
votion, an illithid must first open the mind of its target
with a psionic attack. The minds of all characters and
creatures are naturally closed. However, an entity can
voluntarily open its mind to psionic contact. Undead
represent an exception to this rule. Psionic abilities that
require their targets to have "opened minds cannot vs. spell to resist the effects

21
a target in the same round that it opens its victim's
mind.
A target with an "opened mind can close it in the
next round by making a successful saving throw vs. par
alyzation with a -4 penalv.
If the psionic attack or disci-
pline used against the target
wasn't successful, the victim
does not suffer a -4 penalty
to his saving throw vs. para-
lyzation.
If the defender succ
fully closes his mind,
psionic disdpline
in use against the newly
closed mind ceases to fwnc-
tion; the defender success-
fully breaks contact. If an
illithid wants to mstabhh
contact in order to use an-
other psionic discipline, it
must again attempt to open the target's mind.
When an illithid attack another psionic mind,
"psionic combat" ensues. In psionic combat, one cr
ture uses a psionic attack in an attempt to crush an
' other's psionic defense. This attack and defense
alternates between opponents; each has the chance
both attack and defend at least once in the round, based
on standard initiative rules and the number of each op-
ponents psionic attacks per round (#AT). Psionic combat
modes operating. If successful, id insinuation leaves the
target confused&d powerless to act (but able to defend)
I
for ld4 rounds.
continues until one opponent loses all of its PSPs. The Medium range gives the defender a +2 bonus to his MA ,
defeated mind becomes a nonpsionic mind until it re- long range offers a +5 bonus to the defendersMAC.
generates its psionic strength points.
Mind Blast
PSP Cost: 8+variable.
lllithid Psionic Attacks Area of Effed: Cone, 60 x 20 base
llhthids have access to the psionic attack forms of ego
whip, id insinuation, and mind blast (unique to illithi&). This psionic attack is available only to illithids, and it is
AU thrse of these attack formscan force a closed mind to not the same as the standard psionic blast. Unlike other
open for further psionic contact. However, mind blast has psionic attacks, the illithid mind blast has two alternate
the capacity to affect targets with closed minds. The stan- uses. In its first form, it functions as a psionic attack
dard illithid psionic attacks have the followingstatistics: against a single target in psionic combat. A massive wave
of power washes over the wet,stunning her brain.
Ego Whip For every 8 PSPs energizing the mind blast attack
PSP Cost: 4+variabl-, (deckxed after a successful attack roll), the targets PSP
Range: Short (40 yards), medium* (80 yards), long* pool suffers a cumulative ld12 points of psionic damage. !
(120 yards) A failed attack costs 6 PSPs. Even though mind blast can
i
drain the PSPs of an opponent, it never opens an oppo-
This attack assaults the targets individuality like a nents mind to further psionic contact, nor can it open
nonpsionic minds.
~

glowing whip, slicing open the wells of inferiority and i

worthlessness buried deep inside all creatures. For every Its second, more traditional form, affectsseveral nonp- i
4 PSPs energizing the ego whip attack (declared after a
successful attack roll), the targets PSP pool suffers a cu-
I
mulative ld6 points of psionic damage (or one nonp-
sionic mind opens).A failed attack costs 2 PSPs.
When used against an opened mind, the attacker
must make a successful IvlTHACO roll (with a +2 bonus)
to affect the target-ven though the defender does not
possess any psychic defenses. If successful, ego whip
dazes the target for ld4 rounds. While dazed, all of a
characters die rolls (attack rolls, saving throws, etc.) re-
ceive a -5 penalty. Furthermore, a dazed spellcaster can-
not cast spells above 3rd level.
*Mediumrange gives the defender a +2bonus to his MAC;
long range offers a +5 bonus to the defendersMAC.

Id Insinuation
PSP Cost: 6 + variable
Range: Short (60 yards), medium (120 yds), and long
(180 yards)

Like a mental battering ram, this attack bursts the


walls separating primitive needs from social constraints. t
I
For every 6 PSPs that energize the id insinuation, the tar-
gets PSP pool suffers a cumulative ld8 points of psionic
damage (or one nonpsionic mind opens).A failed attack
costs 3 PSPs.
An attacker must still make a successful MTHACO
(with a +2 bonus) in order to affect an opened mind-
even though the opened mind has no psychic defense
phased by the menta
which an illithid must hurl its power horder to
stun multiple nonpsionic minds simply cannot
pierce the passive or active defenses of a psionic
mind.

illithid Psionic Defenses


An a t h i d or other psionic entity can activate
a psionic defense at the beginning of a psionic
combat round. This defense protects against all
psionic attacks launched at the entity during
that round. An illithid pays the particular de-
sionic minds within a cone 60 feet long, 5 feet wide at its fense's FS
' P cost only once per round, no matter how
point of origin, and 20 feet wide at its far end. Any nonp many attacks it defends against in that round.
sionic mind-whether opened or closed-within this
area of effectmust make a saving throw vs. wands. Fail- Mind Blank PSP Costmound 3
ure indicates that the mind blast's power rips through This defensehides the mind, forming a vast, featureless
the targets' brains, stunning them for 3d4 rounds. mental expanse of vacuous conception.
Stunned creatures cannot perform any actions. Illithids
may use mind blast only once every turnwhen attacking Thought Shield PSP CostlRound 2
multiple targets4espite normal rules of usage tied to This defense erects a shield composed of hope for sanc-
PSP costs. tuary against menial attacks.
Any psionic character or creature caught within a
mind blast's multiple-attack area of effect remains un- Mental Barrier PSP CostlRound 5

'. '
Tlus defense throws up a wall of dlssembhg thoughts

.
Intellect Fo~tr PSP cos
This defense encases the mind in a powerful fortress
of mental determination.

Tower of Iron Will PSP C O S t m O u n d ~


This defense builds an unassailable mental haven
with building blocks of rigid cogitation.

The table above cross-indexes psionic attacks vs.


psionic defenses; it lists the cost for each psionic defense
in parenthesis and presents psionic combat modifiers
(either as a positive bonus or a negative penalty) to the
attacker's MTHACO roll. When a psionic attack clashes
with a psionic defense, cross-index one against the otheI
then apply the resulting modifier to the attacker's
I MTHACO roll. For the sake of thoroughness, all psionic
attacks appear on the table--even though iUithids do no

F possess all of them.


JIIithid Psionic Disciplines Astral Projection
(psychoportativedevotion)
Illithids can use psionic disciplines only against minds hlAC 8 PSP Cost: 3/1
they have opened through psionic attack. To determine Range: N/A Area of Effe& Personal
if a psionic power works against an opened mind, an
illithid must make an MTHACO roll against the disd- Astral projection allows an illithid to travel withou
pline's MAC score on a ld20.A roll of 1always indicates its physical body (unlike probability travel) by creating
failure,while a roll of 20 always indicates success. an astral form that immediately leaps into the Astral
All disciplines (sometimescalled powers) cost a num- Plane. Only creatures that also travel on the Astral'I
ber of PSPs per round of use. The cost listed to the left of can see the form. A silver cord connects the astral bo
the slash in the discipline listings below indicates the to the physical one, stretching 10 feet from the astral
number of El's needed to use the power for a single body before fading into invisibility. If the cord is severe
round. The cost listed to the right of the slash q r e s e n t s both the astral and the physical body die. However,
the number of PSPs expended by the user if the astral cords are nearly indestructible; only a powerful
MTHACO roll fails. astral cyclone or the silver sword of a githyanki warrior
Illithids can maintain activated powers round to can sever the cord.
round without making additional MTHACO rolls simply As described under probability travel, the Astral
by expending El's to pay for the power's cost-unless Plane is useful for traveling to a myriad of other planes.
the target successMy closes its mind (see page 22 for When an illithid's astral body reaches a destination other
more details). The first round that an illithid does not pay than the Astral Plane, it forms a temporary physical
the power's PSP cost-or the moment a target closes its body resembling its real body in exact detail-though
mind-the power's effects cease. In order to reactivate thistemporary form does not have its physical posses-
the power, a n illithid must either make a new MTHACO sions. The temporary body retains all the physical a
roll against the power's MAC (if the victim's mind re- mental abilities of the original (note that planar dissc
mains opened) or attempt to open the target's mind nance prevents a temporary body from forming on t
through psionic attack (if the defender closed its mind). same plane as the original).
The powers described below represe
normally available to standard illithids.

nJmber against which an i l l i t h i d must r o l l

against an opened mind.


PSP Cost: The number of PSPs that an i l l i t h i d must
e
spend per round i n order to use a psionic power (unless
otherwise noted). The secondary number is the PSP cost
if an illithid's MTHACO r o l l fails.
Range: The maximum distance from the user at
which the power has an effect. "Touch" requires an
ordinary attack r o l l t o use. i n addition t o the MTHACO
roll.
Area of Effect: The physical area or number of
beings affected by a power.
Body Equilibrium
When an i l l i t h i d ceases t o use the astral projection
(psychometabolicCLWUUULL,
power, its temporary body dissolves, and i t s astral form MAC 6
immediately journeys back to its original body, under Range: 0
normal circumstances. This power allows an illithid to adjust its body weight
to correspond to the surface on which it stands. Thus, asi
illithid can walk on water, quicksand, silt, or even a
Awe spiders web without sinking or breaking through.If an
(telepathic devotion) illithid activates this power at the beginning of a long
MAC 6 PSP Cost: 4+/L t fall, it slows its descent enough to escape i n j q . How-
Range: 0 Area of Effect 20-yd radius ever, gusts of wind could dash the super-light illithid
into stationary objects.
Awe causes an open-minded target to hold the user in
high esteem. Creatures affected by this power are men-
taUy cowed-they sense the illithids awesome might. Control Body
Affectedcreatures have no desire to serve or befriend the (psychokinetic devotion)
powers user, but they wiU not attack it unless forced to MAC 4 PSP Cost: a/,
do so. If possible, these creatures avoid the illithid com- Range: 80 yds. Area of Eff e& Individd
pletely, taking the first opportunity to leave its awesome
presence. The PSI cost (for both success and failure) in- An illithid can take control of another humanoids
creases by 1for every five levels or HD of the target body with this power. In effect, the victim becomes a
above 5th level. marionettealthough she remainscognizant of her SUI-
roundings while under control.
Even after a n illithid successfully opens a victims WP
mind and makes a successful MTHACO roll to activate (telepathic devotion)
this devotion, the victim receives a saving throw vs. spell MAC 6 PSP Cost: 6+/3+
to resist the attack. If the victim makes the saving throw, Range: 180 yds. Area of Effect: Individual
she breaks *though the illithid attacker must still
pay the power cost. If the victim fails the save, the Extrasensory perception @SP)allows an illithid to
illithid gains control of her body (as described below). read an open-minded targets thoughts. The user can
Targets of this power can make a perceive surface or adive thoughts, but not memories or
saving throw at the beginning of subconscious landscapes. Most intelligent creatures
each round to resist an illithids think in their native tongue; however, a n illithids
control. ability to speak telepathicallywith sentient m a -
If the power works, the illithid has tures allows it to perceive the language of its tar-
rudimentary control over the tar- get easily. Unintelligent matures think in
gets limbs. An illithid can force its pidurrs, which are not always easily decipher-
puppet to attack-although able. The PSP cost (for both success and failure)
such attacks suffer a -6 penalty. increases by 1for every five levels or
However, it cannot force its victim to target is above 5th level.
speak. In fact, the target retains complete
control over her speech centers and can cast levitation
spells with verbal-only components. (psychokinetic devotion)
The power dissipates if the victim does not stay MAC 8 (base) PSP Cost: 5/2
within a n 80-yard radius of the illithid. Furthermore, the Range: 0 Area of Effect Personal
victim gains another saving throw to resist control if the
attacking illithid orders the target to do something obvi- This power allows an iUithid to float by employing
ously suicidal-such as forcing the victim to dive into telekinesis on itself. An illithid using this devotion rises
the pool of an elder brain. at the rate of 60 feet per round. It can also descend quite
quickly by giving its body over to gravity, then slowing
Domination down near the ground.
(telepathic science) An illithid can carry its own weight, plus an addi-
MAC 8 PSP Cost: 6+/3+ tional load. Every additional 25 pounds worsens the
Range: 30 yds. Area of Effed:Individual powers MAC by 1. Thus, the MAC for an illithid carry-
ing 32 pounds is 7.
Domination projects mental commands into the mind Note that levitation does not provide an illithid with
of one other being. A dominated target knows what is the ability to move horizontally. However, other powers
happening, but is helpless to resist the illithids will. A or physical means used in conjundion with levitation
targets abilities remain unaffected by thispower, and an could allow the illithid to propel itself or change
illithid can utilize any of these abfiti-if it knows direction
about them. However, domination does not reveal facts
or secrets about the target. Post-hypnotic Suggestion
If an illithid successfully triggers domination on an (telepathic devotion)
opened mind, the target receives a saving throw vs. spell MAC 6 PSP Cost: 8/2
to resist the effect. If the save fails, the target falls under Range: 30 yds. Area of Effect: Individual
the illithids control for as long as that illithid pays the
PSP cost. The PSP cost varies according to the targets Any creature with an Intelligence between 7 and 17
level, as shown below: can receive a post-hypnotic suggestion-if an illithid
first opens its mind. The illithid simply plants a sugges-
Targets PSP tion of some reasonable course of action, as well as a sit-
Level/HD Cost uation that will trigger this action in the victims
1-5 6/3 subconscious. When the illithid implants the post-hyp-
6-10 12/6 notic suggestion, the target is unaware of the suggested
11-15 22/11 course of adion. When the situation arises, the target
16-20 32/16 must make a saving throw vs. spell to avoid acting on
21+ 50/25 the implanted suggestion. The target gains a +1 bonus to
27 I
tms save for each week that passes since the illithid orig- Taste link
inally planted the suggestion. (telepathic devotion)
A reasonable course of action is one that does not MAC 6 PSP Cost: 2/1
violate the crea!xres alignment or class restrictions. If Range: 180 yds. Area of Effect:Individual
the suggestion is too strange, the target can refrain from Taste link allows a n illithid to tap into the flavor
taking the action, at the option of the DM. senses of another illithid (or other creature).The first
illithid tastes whatever the second eats (cerebraldelica-
Probability Travel cies, in most cases). If the linked creature ingests poison,
(psychoportativescience) the iUithid using this power must make a saving throw
MAC 6 PSP Cost:Special/5 vs. poison to avoid passing out and severing the link.
Range: N/A Area of Effect: Individual+ However, the illithid initiating the link does not actually
suffer any other affects from the poison+ven if the
An illithid can traverse the Astral Plane physically, as linked creature dies.
if in astral form (see the astral projection psychoporta-
tive devotion) when using this power. It does not leave
behind its physical body with thisscience and thus does Unique JZIithid
not trail a vulnerable silver cord through the astral void.
Probability travel requires 20 PSPs to initiate, but only Psiodc Disciplines
requires 8 PSPs per hour to maintain. Besides those general psionic powers possessed by
The Astral Plane (also known as the plane of the every illithid, these
mind) boasts two-dimensional color pools, scat- creatures have many
tered in random profusion. These pools serve psionic abilities
as portals to distant points on the Prime Mate- unique to their race.
rial Plane (other worlds) and the Illithid psionic mas-
Outer Planes (planes that host ters developed these
powers both infernal and divine). disciplines and
Total distance moved per round charged the elder
on the Astral Plane is determined by brains with their
the Intelligence of each illithid guardianship; the
(17 or 18) x 30 feet. It nor- elder brains, in turn,
mally takes ld6+6 hours of continue to pass on
travel time for an illithid to such knowledge
reach its destination if proba- from one generation
bility travel remains activated. to the next. The fol-
However, there is no guarantee that a color lowing powers are
pool will deposit those who use it within a de- only a sampling of
s k d area on the Outer Plane. the myriad psionic
Illithids can take other individuals along on these abilities developed
journeys. Each passenger costs 12 extra Els at the out- over the millennia by
set, plus an additional 4 PSPs per hour. Furthermore, scattered illithid
each passenger adds one-half hour to the joumeys masters.
length.
If a n illithid tums off its power while in the Astral
Plane, it can still move as it desires through the silver Unique Psionic Power Descriptions
void. However, it loses its psychic connection to its desti-
nation. Without a map, or at least a descriptionof the spe- Common illithids do not possess every power de-
cific color pool sought, the illithid dstranded, as scribed below; in fact, it is rare for a common illithid to
the only likely exit from the Astral Plane is through a h o w even one unique psionic power. However, illithids
color pool. However, blind exploration is unlikely to suc- of uncommon mien, persuasion, and power know at
ceed in the infinite space that makes up the planes, spark- least one (and more likely two or bee) unique psionic
ing the possibility of many dangerous planar adventum. power. The previous table is useful for determining
A Guide to the Astral Plane provides in-depth information those unique psionic powers possessed by mind flayers.
useful for creating such adven-.
28
Collapse Time enough to encapsulate a living being entkly would kill
(psychokineticdevotion) the subject, or entidy preserve it against later decanting.
MAC 2 PSP Cost: 30/15 Because of the difficulty associated with warehousing sig-
Range: 1yard Area of Effect:1-diameter nificant quantitiesof quintessence, no record exists of ex-
periments researdllll
g this question

Collapse time allows an illithid to crystallize time Quintessencecan be manually scraped away fro
from the continuum, forming a dollop of thick,gooey protected object, freeing it to rejoin the regular time
material called quintessence. Quintessenceshimmers stream. Quintessence that undergoes such a severe
like a silver mirror from some angles, but is transparent formationis 75%likely to evaporate back into the con-
from others; it brings a cool numbness that slowly fades tinuum; otherwise it draws together into a
after contact with the skin. The wielder of this ability can one-inch-diameter bead, available for further usage.
smooth an amount of quintessence formed by one appli- Multiple applications of this power could conceivably
cation of this psionic power around any small object, produce large stores of quintessence.However, masses
such as a key, a ring, or a n insignia. Objects sealed larger thana 3-footsquare volume negate other psionic
within quintessence are protected from the affects of powers in a 20-foot radius, so illithids usually avoid
tune; in practical terms, they enter a state of stasis. hoarding collapsed time.
Objects embedded in quintessenceremainchangeless,
though qumtessence kills organic matter with prolonged Crisis of Breath
exposme. Any creature that remains in contact with a gob (telepathic devotion)
of quintessencefor more than one turn loses ld10+5hit MAC 5 PSP cost: 25/4
points; the portion of its flesh touched by the material has Range: 30 yds. Area of Effect:Individu
gone into stasis. The remainder of the hapless v i M s
body finally dies as a result of temporal inactiviy.Specula- Crisis of breath induces autonomic failure
tion mts as to whether a mass of quintessencelarge opened mind. The nervous system is interrupt
a way that the targets lungs no other potentially dangmus situation. Such sit-
longer function automatically. In- uations require the target to make a saving
stead, the affectedtarget must throw vs. death magic. If the target makes a sug
consciously control her breathing cessful saving throw, he wins free of the compd-
at all times in order to remain sion and no longer seeks to hurt himself. If the
alive. target fails the save, he throws himself over the cliff
Unless a target receives healing into the fire, or even onto his knife. Unless the target
through extraordinarymeans- is very lucky indeed, he will die at the hands of his
such as psychic surgery, heal, own augmented unconscious ulge towards the black
restoration, or their equivalent (cure disease precipice of oblivion.
has no effect on this maladyhhe suffers %a& time an illithid uses thispower it must pay a singlk
a 4 penalty to all actions (saves, attack PSP cost of 35.
rolls, ability checks, etc.), as she must con-
centrate on breathing. Spellcasters must
make an Intelligence check with a -6 Imprint Psionic Circuitry
penalty in order to cast a spell while COI (psychokinetic science*)
centrating on breathing. The worst effec MAC 5 PSP cost varies
of the affliction is the targets inability tc Range: Touch Area of Effed:Individual or objee
survive while sleeping, as a lapse in con-
centration spells certain doom for the This science allows the illithid to imprint items
afflicted. individds with psionic c i r m i q . Psionic circui
Every sleepless night temporarily costs the tar- as filaments of ethereal substance interwoven with soli&
get ld2 points from a random ability score. As a material or flesh;it is formed of equal parts psionic
targets statistics degenerate, her irritability power and psi-active mucous (see Chapter 7: Illi
swells. The target also experiences hallucinations Technology).Usually, psionic W h y is not vi
with ever-inmasing regularity. One fullnight of unless it is within the vicinity of a creature wi
sleep restores the victims statistics and mental Intelligence of 5 or higher, it is within the
well-being. However, if an afflicted character psionic mind, or it becomes active through the will of as
reaches 0 in any ability score, she suffers cata- illithid. Active circuit pathways flare with ghostly
strophic nerve failure and dies. incandescence.
After a period of 30 days, and every day there- when an illithid constructs psionic W h y , it fash-
after, the target can make a saving throw vs. paralyza- ions the circuits to hold a specific psionic impulse or
tion to shake off the effects of crisis of breath. effect. This impulse or effect can be as simple as gran-
*Eachtime an illithid uses this power,it must pay a single a wearer 10 extra PSPs per 12-hour period, or as complsc
psp cost of 25. as opening a portal between dimensions on the face of a
stone wall inscribed with circuitry. See Psionic Seals in
Chapter 7 for more details.
Fatal Attraction Laying down psionic circuitry requires many months
(telepathic devotion) of laborious research, followed by the application of said
MAC 3 PSP Cost: 35*/15 research At minimum, an illithid must spend three
Range: 30 yds. Area of Effect Individual months to imbed even the simplest psionic circuitry,
while an expenditum of years is not unco
Using this ability, an illithid can plant a hidden sub- creation of truly complex circuit diagrams.
conscious impulse in an opened mind. The impulse se- Generally, it takes one month of work plus
cretly augments the targets death urge over a period of tional month per Psionic Strrngth Point required by the
ld6 days. During this time, the death urge swells like an circuit3 effect to imprint the psionic pathway. Thus, a
abscess within the targets subconscious, while his con- psionic circuit that uses cause decay (PSP cost 4,from
scious mind remains completely unaware. The Cmplpte Psimicists Hmdbook), takes an illithid four
When the death urge has grown sufficiently strong months to build.
(after ld6 days), the targets subconscious looks for con- The illithid laying the circuit must make a power
venient ways to end his life.For example, an affected tar- check (MTHACOroll) at the beginning of the imprinting
get is compelled to look over the side of a jagged cliff, process. Failme indicates that the illithid could not cre-
draw very near a raging bo&, or place himself in some ate the necessary amalgamation of ethereal filaments
30
7 - and material essence; the potential psionic circuitq
collapses.
A successful MTHACO roll indicates that the illitlud
has created the basics of the psionic circuit; it can now
link a particular psionic ability to the cimut. Linking a
psionic ability to a circuit takes a number of months equal
to the powers E P cost. During this time, the illithid
must make a successfulMTHACO roll against the
powers MAC each month of work, and it must work at
least 4 hours every day on the circuit. Failure at any stage
destroys the psionic circuit beyond repair.
In order to link a psionic power requiring a pool nf
PSPs (in the case of powers activated across multiple
rounds), an illithid must first construct a psychic reser-
voir (see Chapter 7 for more details on this item) and
link this item to the psionic circuit.
Note that illithids cannot link telepathic devotions
and sciences to material objects; these powers require
an organic mind to function. Chapter 7 features more de-
tails on psionic circuitq.
*DungemMasters usmgThe Cmnplete Psumlcs Handbook
should change this power to a metapsioruc saence

Intrusive Taste link


(telepathic devotion)
MAC 6 PSP Cost: 6/2
Range: 30 yds. Area of Effect:Indinaual
Like its related devotion, intmsive taste link creates a
sensory bond between an illithid and another open-
minded creature. This sensory information flows from
the illithid to the target creature. Usually,illithids use
this power on their comrades durjng performance eating
(see page 54 for more details). However, some illithids-
most likely members of the Abysmal Creed (see Illithid
Psychology and Society in Chapter 5 for more de-
tails)set up linkswith enemy humans and humanoids
while munching upon the brains of the humanoids
compatriot. This usually stuns the enemy humanoids for
at least ld4 rounds with shock and nausea (if a PC fails a
save vs. paralyzation). Illithids, with their twisted sense
of humor, have also set up intrusive taste
manoids whose brains they are currently eatin

t
Microcosm
(telepathic devotion)
MAC 5
Range: 30 yds. Area of Effed: Individudl

Using this power, an illithid can plunge its target +&ko


a private world created from the victimssubconscious
fantasies. While an illithid maintains this power, its tar-
?1
get's senses no longer convey stimuli from the real
world. Instead, the target's own mind overrides his
senses and fills in the details of a pleasant fantasy world.
The specific details of the events within the mental
microcosm are left to the DM, but in every case the mi-
crocosm seems absolutely realistic. For example, the pri-
vate world codd show an idyllic valley that reverberates
with birdsong, exudes the smell of lilies, and comforts
the fantasizing mind with soft breezes. Whatever the
fantasy,the target believes that he has been physically
transported to the world in question, while in reality he
stands mute, unseeing, and unresponsive to all real-
world stimuli. If the victim believes at any time that he is
being fed false sensory information, he can attempt a
saving throw vs. paralyzation to break free of the false
sensorium. However, no outside stimuli can break him
free of the hallucination while it continues. Shouting,
smells, even physical hits that deliver damage are insuf-
ficient to bring the target back to his senses while the
illithid continues to pay the power cost.

Sever the Tie


(psychokineticdevotion)
MAC 2 PSP Cost: 25*/15
Range: 30 yards Area of Effed: 1undead

IUithids hate undead. Thus, they developed this devo-


tion in an attempt to deal with the threat posed by those
abominations. When a n illithid with this power per- ceives undead (not always an easy task; see "lllithids
and Undead" in Chapter 5), it can attempt to target one
creature with this psionic attack.
Sever the tie attempts to disrupt an undead's tie to the
Negative Fnergy Plane psionically, thereby destroyjng it.
Psionicdy manipulating planar conduits is a dangerous
endeavor (see below), and illithiids only attempt sever
the tie when in dire straits. The table below gives a stan-
dard illithid's chance to sever the tie of the listed
undead, assuming the illithid successfully triggers the
psionic ability in the first place. If the power works, the
offendingundead falls to the ground and quickly mold-
ers into dust.
When an iUithid successfully triggers this ability but
fails the above roll, it has misjudged the frrquency of the
negative energy conduit it was trying to disrupt. This
e m r in judgement causes a sensitive portion of its mind
to rub up against the deadly negativity with disastrous
effects:A flash of black energy sends the illithid sprawl-
ing and senseless for 10 fullrounds.
*Eachtime an illithid uses thispower, it must pay a single
FSP cost of 25.

32
Shards
(telepathic devotion)
MAC 5
PSP Cost: 25*/4
Range: 30 yds.
Area of Effect: Individual

This power attempts to shatter a target's cohesive


sense of self. Any target failing a saving throw vs. death
magic loses her sense of self, and her personality frag-
ments unravel. No longer united, the shards schizo-
phrenically compete with each other for control of the
body. The militant schizophrenia lasts until the mind
reknits itself in 2d6 rounds, during which time the target
has only a 1-in4 (25%)chance of completing any in-
tended action (including defending herself against at-
tack) per round as her personality fragments fight for
control of her body. If the target is unable to act during
any round, she stands motionless, her expression flicker-
ing rapidly between rage, peace, fear, and a myriad of
other emotions. When the personality fragments finally
reknit, the target can once again act as a coherent indi-
vidual.
*Each time an illithid uses thispower, it must pay a single
PSP cost of 25.

psjonjc Drawbacks
Possession of psionic power far beyond the capabil-
ties of common minds does not come without a price.
Such rarefied manipulation of energies balances along
the knife edge of achievement or ruin. True practitioners
drill themselves in various mental precautions that stem
psychic flmback. However, even the most venerable
illithid has cause to fear a variety of psionic mishaps.
I

Psionic Cascade
Illithids are basically super-charged batteries of
psionic power, and mind flayers that repeatedly drain
their entire psionic reserve (when their El's reach 0) se-
verely damage their brain and the neural pathways that
allow the manipulation of psychic energy. Every time a n
illithid drains its PSPs to 0, it damages its mind. It can do F A
this up to 13 times before it risks a psionic cascade. How-
ever, for every fullmonth that an iUithid does not drain
all its PSl's, it loses 1level of damage. Thus,an illithid
that drains its PSPs 11times and then rests for a month
functions as if it only damaged its mind 10 times.
After an illithid damages its neural pathways 13
times, its brain suffers serious damage. The very ne
time the illithid uses a psionic power (after it has
obviously regenerated suffiaentPSPs to energize an One disease in particular, called the ashen, seems to
ability), it stands a 13%chance to suffer a n episode. If afflict iUithids on a regular basis,passing from individ-
the fithid is lucky, it avoids the cascade, and does not ual to individual much like the flu in surface-dwelling
have to make any more checks with further psionic ac- humanoids. Even in the face of psionic disciplines that
tivity-unless it further damages its brain. If the illithid bolster an illithids health, this disease remains active,
again overtaxes its PSPs (reducingthem to 0) it stands a possibly evolving some resistanceto psionic treatments.
14% chance to suffer an episode with the next use of its An illithid with a case of the ashenhas a few readily
powers. In this way, the DM makes a check against the apparent symptoms, including a skintone that fades
occurrence of psionic cascade with each 1%incre- from lustrous mauve to a pinkish humanoid flesh color
ment of brain damage after the illithid reaches its (thiscontagion doesnt seem to a f k t nodithid tissue).
threshold point of 13%. More seriously, the ashent e m p o d y inhibits an
When a mind flayer suffers a illithids mucous glands,mdering the illithid nearly
& psionic cascade, it loses control of slimeless. Because an illithids mucous plays an integral
its psychic faculties. The power part in its psionic capaaties, its absence sevedy limits
triggering the cascade operates an illithids psychic potential.While an illithid suffers
normally,but in the fol- from the ashen, it functions at only onehalf its maxi-
lowing round, mum PSP value, and its magic resistance drops to 18%.
without the

*- Psychic Flareback
Sometimespsionic abilities just mis-
fire. Nothing else can adequately demibe
the phenomena of psychic flareback, especially
in light of all the mental safeguards a psionic entity
illithids volition, two addi- routinely utilizes while attempting psychic feats. S i p l y
tional powers fire randomly. In put, psychic flareback is a mental short circuit. Normally,
the round after that, four of the illithids an illithid channels intense energies safely away from its
powers fire simdtaneu~ly,and eight powers (the brain. sometimes,however, a portion (or all) of the
maximum number which can fire at once during a energy p o m d into a psionic power misaligns and de-
cascade)fire simultaneously in the next round. This cas- strudively discharges M y into the initiators gray
cade continues until it drains the illithids FSP pool com- matter!
pletely. Powers activated by the cascade target Thankfully (fromthe point of view of an illithid), psy-
randomly; they have an equal chance of affecting the chic flareback is quite rare.To date, iEthids do not seem
illithid itself, damaging nothing, or attacking all other to have a reasonableanswer as to why it occurs at all, or
living matures in the viciniv. how to prevent it ever happening again. When it does
Illithids that survive a cascade episode still suffer happen, psychic flareback m y burns out a mind
ld20 points of damage from trauma. This time, the dam- 5yersabilitytousepsionicpow~w~~~resents
aged illithids PSPs regenerate at a much slower rate: a death sentence for such a strongly psionic being.
10 PSPs per day of complete rest. Only when the
S ~ s again reach maximum is it safe for it
i ~ l i t h i c ~ s pOnce lllithids must check once every six months for a
to use its psychic faculties. Any use of its psionics before
the complete regeneration of its PSP pool automatically psychic flareback when using a psionic ability that costs
triggers yet another psionic cascade. more than 10% of their current PSP pool. For example,
an illithid with a current PSP pool of 200 must check for
Psionk Disease: The Ashen a flareback (if its been six months since its last check)
J~tlikePhYSicalabilities,mentalabilitiessufferfrorn when using any power that costs more than 20 PSPs
sickness and disease. When an illithid catches a cold,
during a single round. There is a 1% chance of a
its sickness negatively affects its psionic abilities-just as
a marathon runners stamina would fall by the wayside psychic flareback ocurring under these circumstances
while fighting a contagion.
reminiscent of the form donor, the humming of a tune
familiar to the form donor, or the unconscious scribing
"There's someone i n my head, but it's not me." of words in the form-donor's native language. In most
cases the afflicted illithid may not even be a w m that it
-The statement of an i l l i t h i d affected with partialism suffers from partialism.
If an illithid does discover, to its own everlasting
A malady whose roots lie in ceremorphosis, "partial- horror, that it unknowingly carries a partial personality,
ism" is the incomplete sublimation of the original form- it attempts to m o v e the affected portions of its brain
donor's brain. To guard against this illness,illithi&, through psionic swgery or cruder methods-if
ruthlessly excise subconscious personality fragments that necessary. Illithid society deems "partial personality"
manifest in any mind flayer. While the retention of a few mind flayers as entirely unfit to join the elder brain at
random memories of a form-donor is not unheard of, the the end of their lives. In the few cases recorded, partial
survival of a complete memory complexus capable of in- personalities do not seem cognizant enough to resist
dividual action is extremely uncommon. their own destruction. However, a dark illithid legend
Partial personalities usually manifest while an illithid speaks of the Adversary.
is somehow dazed, groggy, or preoccupied. When these The Adversary was an illithid lost to itself; a partial
or similar conditions exist, the partial personality may
cause an illithid to exhibit behaviors completely at odds
personality of uncommon strength consumed a mind
flayer's personality and sought to overthrow all
m
with its normal mind set. Since a partial personality is illithids through the innocent guise of a fellow mind
usually only a small fragment of the overall mind of an flayer. Despite its apparent popularity as a story told to
illithid, it is unlikely to retain enough autonomy to ac- frighten young-adult mind flayers, the Adversary legend
complish much. Examples of partial personality mani- remainsjust that; no sage has ever catalogued the ex+-
festations include the tapping of fingers in a way tence of such a being.
Whence came illithids?As f a r back as credible
histories recall, these fearsome creatures appear. In fact,
several texts that omit references to younger races
mention mind flayers. Such evidence suggests a !ndy
ancient illithid heritage of which the common mind
flayer itself seems unaware, or at least unconcerned.
Sites of ancient illithid habitation sometimes yield up
suggestive pieces of evidence regarding illithid origins.
However, the skill to translate a t h i d qualith (see page
56 for more details) is a rare trait. Without the ability to
plumb illithid secrets directly, scholars must rely on
second-hand sources of information, often highly
suspect due to the extreme age of the pertinent archives.
Crumbling stone tablets unearthed beneath the Ruins
of Sargonne convey confusing and possibly apocryphal
information on a variety of topics; even the identity of
the ruin's builders sparks fierce debate in certain d e s .
The tablets themselves are by no means an authoritative
source, and the information scribed therein may be
suspect. For lack of a better interpretation, sages decided
that the tablets represented Sargonnian attempts to
foretell the future (and so named them The Sargmne
Prophecies), in spite of certain passages that
as prehistoric myth.
while the quoted section does not offer s@fic

--
information, it is highly suggestive-specidy due
the glyph, which resembles an eyeless
carved into the tablet.
If the passage truly deals with illi
what exactly does it tell us? Could it be that illithi&
arrived from some strange otherwhere >_/E
A race of bastard children, hidden beneath the world by their
here IS more rn
progenitors, refused to gogracefully into oblivion. Instead, line with origins ascribed to many other races and
marshaling their strength-and bound together by their peoples. Sages cannot deny the existence of a being
mutual hatefor their creators-they mastered mentally named Ilsensine residing in the Outer Planes, as de-
latentpowers resultingfrom their mutant heritage. Led by the scri%edmore fully later in this tome. Reliance upon the
strongest minds among them, Illithid and Lugribossk, the Jlsensine creation myth as the utter truth relieves seekers
mutants rose unbidden and utterb destroyed their creators. from odious searches, translations, and the cross-
These creatures took the name ofone oftheir heroes and referencing of abstruse concepts among dusty texts of
spawned the illithid race. questionable value. However, an easy route to knowl-
-Excerptedfrom the Astromundi Chronicles. edge does not always guarantee accuraq. Perhaps some
element of truth lies in each of the foregoing texts, from
which the logical mind can deduce milestones pointing
Though the text remains an interesting source, sages and
towards the real story.
other scholars have pointed out suspect sectionsof the In any event, one thing is clear: Illithids existed prior
Astromundi Chronicles.For instance, other sources plainly to recorded history. Sometime during this hidden incar-
list the entity called Lugribossk as a proxy of the illithid nation, the mind flayem founded a multiplanar empire.
god Ilsensine. Also, no other source has ever mentioned
an individual with the name lllithid; some fanciful story-
teller must have created it from whole cloth. Finally,
hcjent History
the proposition that illithids are merely mutant humans Past all knowledge ofpresent worlds, before the crowning
seems a rather simple explanation for a host of contrary ofRa, when the Outer Planes wereyet injux, and while the
lore-the least of which is the fact that illithids are her- elementalplanes remained untarnished by counter-
maphroditic amphibians, while humans are mammals. contamination, the illithids held an ancient empire.
All in all, this author looks dismissively upon the Astm- Boundless, illithid inpuence enfolded worlds without
mundi Chroniclesclaim to explain illithid origins. number; mindpayer domination infested the Astral, the
Next, let us look to standard mythological sources. Ethereal, and even threatened the borders ofthe Outer Planes
Several creation myths in alternate lands and worlds themselves! Vastplanar armies marshaled to defend their
mention creatures that are no doubt illithids, and some respective realms, and even the eternal Blood War was stayed
even go so far as to give illithids a definitive origin. f o r a time to assess the illithid threat.
--From Planetreader? Primer, a tome oftrub ancient
I:. .and the union ofFather SbandMotherEarthpradtuedro- and useful lore reputedlypublished in sigil itseF
bust issue, numberless in diver@ and attrhta. E& child&& its
own abode in the wsmos accordingto its nature, temperament,and Despite the dearth of corroborating histories, it is
abi2ity;in later epochs onher creatures regarded these beings mgods.. .. clear that illithids once held incredible power. Never
In turn, thesegods in their vmrealms aplkd desire to the empty again has a single force so threatened the cohesion and
spaces within the celestialfrmamen~formingwmldceadr according process of the entire cosmos on a scale so grand and en-
compassing: entire humanoid populations were extermi-
to its own h i r e . For t h e f n t time, the e&ts ofonegod crossedthe nated in the course of feeding the illithid appetite; the
purposes ofanother; thus w a s s q e b m . energy of suns was rechanneled for works of inter-
More so than other beings ofh&,one ent$ calkd h i n e h3 planar conquest; whole planes were set aside for slave-
s&lings,strOve alwys to knock down what wm mGed up,jll what wm races whose only purpose was to serve every illithid
holhed,andbreak whatwmLwin&fkhionedlyh;whenever desire as beasts of burden, military fodder, and livestock.
wnvention wm established,~kn.&testrove ahvaysagainstit. The discerningreader might rightfully wonder how
In time, creaturespossessed ofmortd3amaandseFaware such an incredible illithid empire, once established, could
minds appeared within thefrmament-the creation ofan un- ever fall. The enfetterment of thousands of tbinking races
named deity or the result ofagenerative impulse ofthefrmament seems a difficult barrier to overcome--especially when
itseJAs was its nature,Ilsminesoon loosed a wunter-creation, de- these very slaves filled the ranks of invading illithid
signed to subordinate, control, and w m u m all ofthese mom1 ram. armies that conquered yet more populations.
Thus it was that the illithid race appeared m a curse upon-and There is, however, a philosophical principle which a p
plies here: When something manifests itself to its ab-
between-the m a y worlds.
solute boundaries, polarities often reverse, and the
- E h m CreationM y h
manifestation flips over to its opposite. In thisvein,
38
when it seemed that absolutely every race would finally
fall to the illithid agenda, and that mind flayer fortunes
were at their absolute peak, the very slaves upon which
the illithids built their empire rose up.

Fall of Empire
While slave revolts were not unknown in the illithid
1
1
empire, they never posed a true threat against the
psionic shackles imposed by the i l l i t h i b a t first. As
generation after generation of slaves labored under the
psionic whip of mind flayer overlords, their minds de-
veloped small resistances and immunities to psionic ;;
domination. With these first few clues of psionic poten- . _..
tial, wily slaves began secretly developing their own ..
psionic powers with which to resist their illithid masters.
In the fullness of time, the slaves judged the moment 1
right; the illithids arrogance in their own superiority
was at its height. Under the leadership of a female slave
champion named Gith, the slaves rose in utter, obdurate
revolt.
A chain reaction spread from world to world and
from plane to plane like fire among countless blades of
prairie grass; once ignited, the revolt could not stop until . .
it stamped out every vestige of the former empire and
freed every slave. Thus was the empire of the mind
flayer race finally brought low.

Recent Hktory
While the success of the self-liberated slaves soon
turned sour due to internal diffemces (which, in time,
split the slaves into the racially distinct githyanki and
githzerai),the circumstances of the illithids plunged , ..
lower yet. With the empire shattered and vast portions
of the mind flayer race slaughtered, surviving illithids
lost contact with each other, becoming isolated commu-
nities separated by continents, worlds, and even planes
of existence.
Illithids were stranded on every celestial shoal
across the length and breadth of wildspace, as well as in
alternate planes. Where mind flayers did not die im-
mediately from exposure and lack of resources, they
were forced to seek survival deep within planetary I
spheres, where they could hide from the fury of former
slaves (perhaps one such instance instigated the infor-
mation presented in the Astrornundi Chronicles).
Epochs of collected knowledge, technology, and
psionic lore were forever lost when countless elder I
brains were slain by the psionic sword of the slave re-
volt. In truth, the iliithidloss was so great, that the mind
flayers have not fully recovered from it, even millennia
later.
Illithids do possess a growing deadly force on many
worlds (as well we all know). However, their threat re-
llsensine
mains cloistered in dark, subterranean places far re- The constant burn of Ilsensines brain waves sizzles in
moved from the concerns of the world above, or else lost the minds ear. No secrets stay dark; no evil thought or
in the darkness of the wildspace between worlds. Only mental sickness remainsumevealed. Ilsensines
those who journey into these forbidden places need fear thoughts pound against the mind like waves of hatred,
encountering the stillsmoldering illithid anger, born in dark lies, perversions beyond imagining,and megalo-
the ruin of their past might, or their racewide resolution mania. This power believes that illithids are meant to
to put out the myriad s u n s t o darken the light. rule the multiverse, to enslave the cattle that overrun
the lands, to use them, and to consume their minds.
Ilsensine resides in a subterranean realm below the
Outlands (also known as the Plane of Concordant Oppo-
Like other sentient races, illithids claim deities sition to many natives of the Prime Material Plane)
specificto their ideologies. Cosmologicalmysteries called the Caverns of Thought. The illithid god is amen-
being what they are, it is nigh impossible to determine tal/spiritual entity manifesting as a disembodied brain
the origin of these divine, or diabolical, beings. But, of lambent emerald hue that trails countless ganglionic
more disturbing, a question arises concerning the rela- tentacles throughout its cavernous desmesne and out
tionship of illithids to their deities, a question that into the infinite planes. It is said that its far-reaching
springs from the nature of the illithid life cycle. nerves allow it to gather information from all worlds
Illithids do not seek an afterlife in the Outer Planes and planes simultaneously, learning every secret and
after death; instead, they endeavor to join-mind and storing it away for later use.
spirit-with the elder brain of their community. The It is also said that on extremely rare occasions, Ilsen-
promise of life after death that so many deities hold over sine sends an avatar (a huge, two-tentacled spectral
their worshipers does not offer the same appeal to many brain that radiates green light) or proxy (llsensines
illithids. Thus, illithid deities suffer a lack of after-life favored proxy is Lugribossk) to those illithids that most
spirits (petitioners)from the very race that believes in revere the deitys name, or to those communities that
them. could most benefit from a specific godly intervention.
This seems a n interesting quandary indeed. Further Illithids so honored offer up any scholars or sages CUT-
research, however, helps to clear the assumed paradox: rently kept captive in order to pay llsensine homage,
Deities do not need petitioners--only worshipers. It is and they dedicate a small number of illithids with&
not beyond the limits of reason to assume that illithids their community to the priesthood of Ilsensine. This
revere certain deities because they simply feel the god in priesthood is a small and select one, given to dying out
question is worthy of worshiFholding ideals, beliefs, after the demise of the initial illithid priests so chosen.
and goals in common with the illithid race. In fact, Mind flayers seem more interested in developing their
illithids may revere certain outer-planar entities because own personal psionic powers than in channeling the
they may hope to get something in return. power of another-en a deity.

The Derro tell a tale oftheirgod, Diirinka, and his twin D u t i e s of t h e P r i e s t h o o d : With! ncern
brother, Diinkarazan, when they were but newlyformed
themselves with the pursuit of knowledge, the
children ofthe dwarvenpantheon. Seeking to expand their
own dominion, the two delved deepb into the earth and were exploration of new territory, and the exploitation of
soon rewarded; they unearthed a vast cavern streaming with knowledge gained through these explorations. Standard
raw energy and strewn with alien art$acts. As the two young i l l i t h i d s do not abhor priests of llsensine i n their
deities squabbled over thefind, ~lsensinemanijisted in
spectral terror,furious tofind theyoung deities rooting communities as they would i l l i t h i d sorcerers. H o w e w r ,
through its realm. In aparoxysm Offear, Diirinka stabbed his there i s usually not much mixture between each group.
brother in the back undyed, leaving Diinkarazanj mind to be S p e c i f i c a t i o n s : l l l i t h i d priests have access t o the
horribly consumed by the tentacled one, while his body was
Spheres of All, Astral, Charm, Divination, Law, Numbers,
thrown into the Abyss whereyet it lies.
-Excerptedfrom Ski1and Beyond, a tome regarded as Sun (reverse), Thought, and Time. l l l i t h i d clerics cannot
sacred amonx aficionados ofthe Outer Planes. turn undead and cannot advance Dast 12th levet.
The main advantage h i n e offers to those who
serve it is the ability to cast clerical spells. Thus, an
illithid priest does not have to forgo its development of
personal psionic power.
Knowledge is the secondary advantage Ilsensine of-
fers to its worshipers, and, as any reasonable illithid un-
derstands, knowledge equals power. If an illithid priest
can prevail upon Ilsensines favor, it can gain answers to
difficult questions. There is almost no place in the planes
inaccessable to Ilsensines neurons. In addition, the deity
dispatches deceptive spies, in the form of cranium rats,
to serve as its eyes and ears in those places beyond its in-
fluence. kensine remembers all and knows more than
possibly any other entity.
The disadvantagesto an illithid pledging its service to
Ilsensine are twofold. First, the illithid loses its right to
join the elder brain. Secondly, but more immediately, the
priest loses most of its magical resistance so that it can
effectively channel the godly power of asensine! This re-
duction of magic resistance occurs through a simple act
. . of will on the part of llsensine. The mucousal integrity
of illithid priests remains unbreached; however, their
ability to negate magical effects deaeases to 18%.*
One wonders if some similar reddon of magic resistance
arursin those illithi& that eschew psionics in favorof mage-
craft? Perhap it does happen,but it is a secretthat illithid c ~
~~

casters keep close.

See Chapter 8: M i n d Flayer Quick Stat Refei


the end of the tome for game statistics on llsensine
proxy, Lugribossk. and for the description and statistics
of cranium rats.

mamzecorian
Like llsensine, Maanzecorian believed that illithids are
the natural rulers of all planes, worlds, and other races.
Although the veneration of Maanzicorian could never
have reached even the select sphere of Ilsensines influ-
ence, illithids that once revered the deity were dismayed
to wake one sleep-pericd to find that their channeled
spells no longer functioned, and their prayers we= no
longer answered in signs and omens. Finally, divination
showed that Maanzecorians very realm dwindled to-
wards extinction!Such dire indications point towards a
single, inescapable conclusion: Something M e d this
illithid deity. Maanzecorian is now a dead god.
PsychoIoqy and Soci
hide t
Mind flayers truly appreciate the "gifts" of thosef;om
whom they derive nourishment- shown in those rare
glimpses into the iUithid outlook. Readers of the above
account cannot help but be horrified and perhaps
sickened. However, thissoliloquy idealizes 1,.
., , . ~ ~ .
cephalophagy, emphasizing the fact that illithids
cerely believe they grant their humanoid cattle a boon
whenever they extract brains.

Beliefs
Illithid society is a lawful one;individual illithids
hold many beliefs in common. Of course, some individp
als evidence extreme variations from societal norms, bJi
the majority of illithids hold to the following basic pre-
F cepts and convictions.

All wisdom flows from the elder brain


The elder brain of every mind flayer community corn
tains the esmce of almost every illithid that once lived
and breathed as an individual community me
Thus, an elder brain possesses a vast storehouse
knowledge spanning centuries. Since the elder b
Illithids conjure hideous images and primal fears in merely a telepathic call away for any member of the
the minds of other races. For some, illithids embody evil community, individual mind flay- often refemce the
incarnate; after all, what other race of creatures gains its wisdom of the conglomerate mind many times in a
sole source of nourishment from the living brains of twenty-four-hour period.
other thinking, intelligent beings? While some races would take such convenienc
granted, illithidsnever cease to venerate their font of
Flipping the paradigm, i t i s useful t o understand how knowledge.

i l l i t h i d s view themselves and their role i n the universe.


er brain is the greatest reward for a
Comprehension of the i l l i t h i d mindset brings
,
empowerment t o those who, through fate or perceives that its physical life ap&i: 7
happenstance, encounter these masters of the d rain is but a prelude to its final,g l o r i o ~ ~
hen it merges with the conglomerate
Illithids do not perceive themselves as cognize that each individual must livea
utter horror, but rather as agents of " in order to gamer experience, wisdom, ami
working toward the betterment of the as to add to the overall greatness con-
through their own manifest destiny of
--
I*
thin the elder brain.
Thus, a lawful illithid never ends its life earlier than its nucleus. The elder brain subsumes additional person-
its proscribed years merely to quicken its own joining &ti-nly utilizing their skills, hard knowledge, and
with the eider brain. If an illithid were to do so, its fellow memories of significant events.
mind flayers would exclude it from the aggregate brain The possibility of individual Uithids penetrating this
as punishment. However, undeniably distinct illithids lie is quite small, as elder brains will not divulge any in-
or those individual mind flayers that discover new and formation for fear of jeopardiziig their supply of fresh
valuable psionic disciplines-may receive permission to gray matter. By the h e individuals learn the truth, it is
merge early. Mind flayers deem this permission a great already too late;they have become a permanent portion
honor because they believe in the Essential Fiction. of the elder brain.
The Essential Fiction implies that "Life with the elder
brain represents the highest form of being!" Illithidsbe-
lieve that their individual psyches survive in some sort
What is not illithid is thrall
of exalted, individuated fashion once their corporeal Illithids never buly consider other races as equa".
bodies die and thek brain tissue merges with that of the They may sometimes treat noniUithids as peers, but onlj
elder brain. if such treatment improves trade or other delicate nego-
In point of fact, the personality of each elder brain de- tiations.Every mind flayer instinctively knows that
velops during its first few years as a sentient creature those creatures it pretends to treat with respect will serve
and is controlled by the original illithid minds forming even better as thr~ds or, at the very least, square meals.

I
Dominion is life tery of a superior race to restore order. After all, thralls
Illithids know that only through the domination of require supervision, and only the illithid race can pro-
others can they actualize their inner desks, needs, and vide that service to others across the width and breadth
future goals. A mind flayer cannot truly call itself a n of the multiverse. If illithids do not take up this impor-
illithid until it passes the first rite of adulthood the dom- tant task, they deny their destiny!
ination of a new slave (better translated as thrall). Creatures questioning this interpretation of destiny
The relationship between illithids and their thralls is must, according to the illithids, examine the biological
quite intimate. In fact, illithids suffer when their thralls facts: rilithids stand at the apex of the food chain, and all
die from age, disease, or conflict. An illithid without a other races fall naturally beneath the feet of the
mind to control is missing an integral part of itself. Mind IllaSteIS.
flayers in this situation seek to reestablish new retinues It is important to note that illithid communities
of thralls as quickly as possible--sometimes ignoring quickly root out and kill any mind tiom
other goals in the process. thismaxim.
An illithid community views any individual unable to
secure mental slaves as flawed. Usually, an illithid in Darken the light
such an untenable situation flees its community in
shame. Bereft of the constant companionship offered by Ah, the accursed sunlight, with its searing heat and
thralls, these poor mind flayers either die quietly or lose sight-dissolvingradiations! It is only through the wan-
their facultiestn Inneliness. ton energy of such orbs that thrall races thrive and grow
strong.
What need have illithi& of such overbearing sources of
Dominion over all flumination, soulcg whose very excess clouds vision and
The universe contains a myriad of potentia exposes moist skin to dryness?Better that indigenous
that live, grow, and build without any guidance whatso- species of each world subsist solely on the geothemc
ever! Such a n untidy state of affairs demands the mas- properties endemic to every planetary orb, as dws the
illithid race. With the destructionof this unfair advantage, nities or empires. Complete reliance upon the eidetic
the thrall races would soon realize their own inferiority qualities of the elder brain, as well as the lack of hard
after competing against the illithids on an equal basis. records, may contribute in part to this disregard of the
It behooves the illithid race, as a superior people, to past.
.
Ilwmnlr"
& = r k e m ~ i n t o ~ O w n ~ . Ihectmceptofthe"futme"d0esnothaVethesame
orbs of sunlight which illuminate a million worlds must root meaning for illithids as it does for other races, either.
be extinguished. Put out the sun! Darken the light! To the mind flayer, the future merely represents an as-
yet-unrealized portion of the Present that will invariably
transpire according to plans m t l y in motion. Perhaps
Emotions this is another reason for illithid frustration.
Illithids are organic beings that possess individual
emotions. To a nonillithid, it may appear that mind
,. ., . ,
flavers are emotionless beings bent . ..
only on the domination of other crea-
tures. However, illithids feel anger
when cheated of their goals, fear
when faced with rebellious thralls,
happiness after the delightful in-
gestion of a tasty brain, hatred for
those who would deny the illithids
their right to rule, disgust for
those who would parley with
thralls on an even basis, and sad-
ness upon learning of the death
of a compatriot far from the mental
embrace of the elder brain.
The emotion iUithids most
often experience is frustration, as
their racial goals of domination
and mastery remain unrealized.
Such a constant undertow of dis-
content subtly colors every other
emotion, thought, and action.
Thus, frustration remains one of the
mind flayers' defining emotions.
=3
Concept of Time
The illithid concept of time is
unlike that of most other races. To
the illithid mind, only the Present
matters. In fact, mind flayers per-
ceive the past as a constantly
fluctuating medium, an ever-
shiftingenvironment accessible
only to an elder brain. Each com-
munity's elder brain sifts
through the past for useful expe-
riences that might have some
bearing on present circumstances.
So ingrained is their disregard of
the past that illithids do not possess
recorded histories of their commu-
mark denotes the captive's future service to a
Society preselected Creed (see below) or individual i l l i t h i
Illithids exist within a structured, ordered society
Sometimes, an i l l i t h i d brands a captive possessin
where every mind flayer has its place and purpose.
There are no drifters, undeclared courses of study, char- particularly important skills with psionic seals (sf
ity cases, or noncontributing Uithids. Individuals that Chapter 7 for
find themselves in this situation do not long retain their
hold on life.
The path to such order lies in community.mthids live The raaal make-up of an illithid community's slave
together in subterranean communitiesor wildspace population can vary widely depending upon location.
habitats holding a n illithid population ranging between Some illithid communitiesfeature grimlock slaves,
200 to 2,000 mind flayers. In addition, each illithid has, at others use drow, surfacedwellinghumanoids, kuo-toa,
minimum, two personal thralls, while the community it- or derro. Generally speaking, illithids try to keep the
self possesses a thrall militia and general thrall pool- raaal mix of their thrall population limited to just one o
each of which normally contains a number of slaves two races, so as not to imperil their slave breeding
equal to 10%of the total illithid population. Thus, the P'ogr-.
smallest illithid cities contain 640 or more individuals, Thrallsdo all of the menial work and physical tar-
and the largest populations can reach sizes in excess of an illithid community. They serve as work crews on
6,400 individuals. Rumors of larger sties--with more community pmjects, bearers and accountants for illithid
than 6,400 illithids-abound among sages. merchants, and personal lackeys to individual illithids.
nuallsalso fill out the ranks of an illithid population's
military arm, defending the community against outside
Lot of the 'Thrall
aggression and serving as the agents of destruction and
Takingup theshears,samantha car@&snipsaway herdark slaughter when illithids make a bid for mastery of an ac
hair unttlsheexposa herstubbledscalp.Replacingshearswith a ditional temtov.
razor,sheshavaawaytheofJeingbristlesuntilherheadiswm- Illithids, ever consdous of resource management, do
pletely smooth. Shefastidiowly washa her baldpare withj+agrant not let the bodies of those thralls upon which they have
soaps and scented oil. AS hw illithidmasterpreparesforits repast, fed go to waste; after all, living thralls require suste-
Samantha bows her head into thefding-stocks, a vacantsmileon nance as well.
herpale lips and a tear ofregret nwinening hers$che&
-Excerptedjom apopuhr bardustory based on the true rare I Jnter -illithid Relationships
Queen samanthai$nal days in lllithidcaptivi9. -.
Even though lawful and usually only e n ~ o - . . ~ , ~ ~
a community of their fellows, illithidsare highly individ-
Nothing so terrifies the imagination as the thought of ualistic and competitiv+harboring an unseemly aver-
being captured by an illithid. Captive creatures not im- sion towards the pooling of their mental powers. It is
mediately utilized for nourishment face a terrible series unclear why illithids avoid such psionic disciplines as
of suborning psionic conditioning sessions designed to convergence and rapport. However, it is likely due to the
subjugate all thoughts of escape or rebellion and trans- illithids' belief that when an individual mind flayer dies,
form what was once an individual into a mostly willing it receives status within the hierarchy of the combined
thrall. Even after a slave reaches thisstate, it still faces elder mind commensurate to its accomplishmentswhile
the possibility of losing its brain at a momenVs notice to an individuated being. Thus, feelings of competition be-
the hungry whim of its illithid master. tween others of their own race m commonplace among
illithids. Of course, competitive urges are not allowed to
When an i l l i t h i d first captures a creature, it shaves stand in the way of the greater good; where individual
and powders the hapless victim with a bug-killing dust action fails, the lawful illithids utilize the binding rules
of politics to unite them.
(this is done o n a regular basis thereafter) and checks it
A combination of seniority, accomplishment,and
for communicable diseases (which could contaminate psionic power determines standing among Uithids. As
other slaves). I n addition, an i l l i t h i d captor brands a an illithid advances in these areas, its standing rises
among its own faction-and thus within the political
small tattoo on its captive's l e f t forearm, raising a structure of an illithid community.
significant welt for easy tentacle identification; this However, an equality of attitude exists even among
illithids of different standings; these creatures do not Every illithid community has an Elder Concord.
demonstrate any outward sign of deferential behavior When the goals of more than one illithid community
toward their superiors. Such behavior is only for thralls. overlap, the two or more ruling concords in question
Of course, within their hierarchical structure, illithids of form a temporary body referred to as a Grand Elder
lower standing must obey higher ranking members of Concord. This body oversees the execution of the perti-
the same faction or a commandment that comes down nent objective. The Grand Elder Concord remains viable
from the supreme iUithid ruling body (see below). as long as its primary goal remains unrealized. Once it
achieves its objective, it dissolves.
The Elder Concord
Aedileators
Illithids are ruled by the dictates of the Elder Concord.
The Elder Concord has the power to set community Within its sphere of influence, the Elder Concord elects
goals, arrange for the execution of these goals, arbitrate various illithid officials, called aedileators. Though not
disputes between illithids, and take care of all other de- members of the Elder Concord, these officials report to
tails important to the ruling of a community. The Elder that body and are responsible for runningthe day-to-day
Concord consists of senior illithid representatives from affairs of the community. Each particular aedileator has
each of the recognized factions (translated better as the power to draw excess thralls from the general thrall
Creeds) that exist within the community. pool to accomplish its tasks. Individual aedileators are
In its role as shepherd of the community, an elder brain variously responsible for public order, repairing or build-
is privy to every decision made by the Elder Concord. In ing public works, and handling disputes between individ-
addition, it has the power to propose courses of action for ual illithids-to name a just a few of their
debate, place tie-breaking votes, and, most importantly, important roles.
veto courses of action with which it does not agree.
Quastors Lllithids with strung opiniorrs olf a partiettlar subjed,
The Elder Concord also elects officials, called quas- or those mind flayers with specific philosophies, usually
tors, that are responsible for a community's finances. join one of the various Creeds available within a com-
Quastors hold and account for the funds available to an munity-although it is by no means necessary that
Elder Concord. Normally such funds stem from the dues every illithid belong to an objectified group. In many
each Creed must pay in order to remain a recognized cases, a n illithid may hold beliefs that coincide with
faction. However, activities directed solely by the Elder more than one Creed; however, most Creeds require
Concord sometimesprove profitable as well. Specific their members to retain affiliation with one ideology.
Creeds also elect internal quastors to see to their individ- An Elder Concord "mognizes"the various Creeds
ual finances. and suffers their existenceif they pay a periodic due to
One oft-recurring duty of a quastor involves the dis- the rulingbody. Each Creed pursues a particular agenda,
patchment of illithid merchants to various underdark or aligns itself with a distinctive philosophy, that it feel$
communities (not necessarily confined only to other to be of special significance. Although in most cases the
illithid communities).These merchants trade for special- objectives of one Creed have absolutely nothing to do
ized merchandise and rare materials. In fact, sages spec- with the goals of another, there are cases where agendas
ulate that certain less-than-scrupulous thrall races compete. In fact, two or more Creeds may sometimes
engage in an illicit brain trade. work at cross purposes.

The various Creeds each take a distinctive s y m b l


identifying their core beliefs. This symbol i s a
1 variant of the four-level qualith used for the
written language of the i l l i t h i d (see page 56).
However, each symbol contains two additional
levels, for a total of six lines. Perhaps such

Vigileators came about as a result of ulitharid influence

Vigileators are those officers chosen by the Concord to The following section details the more commo
direct the security of an illithid community. Illithid secu- illithid Creeds and identifies a few that exist at the
rity forces normally consist of threebodies, each of fringe of illithid culture. All Creeds do not have a pres-
which is responsible for a particular security concern: ence in every community. However, large and wealthy
internal order, military offense and defense, and intelli- Creeds attempt to seed agents in many communities.
gence. A single vigileator heads each security branch. Scholarshave not as yet identified all of the illithid
Illithids elected to fill a particular official position Creeds; additional Creeds exist other than those
must put aside any Creed affiliations for the good of the scribed here.
community as a whole. Any illithid demonstrating a
Creed-based bias in the execution of its duties loses its
The Creatives
position and standing within the community immedi-
ately Of course, Creeds can legitimately attempt to influ- The Creative Creed consists
ence an official's performance through its representative of illithids whose chief desire
on the Elder Concord. lies in the research and creatian
Generally speaking, elected officials are chosen from of novel psychic disciplines,
Creeds whose ideologiesmost closely resemble the psiodc items, and new technd-
thrust of the particular duties in question. ogy. Lllithids joining this group
believe that only through cm-
tinual creation canJhe race as a whole advance and eves-
Creeds tually master the universe. Of course, the personal thrill
Unknown to most surface dwelle-r even other of research and discovery is the main stimulus that
underdark denizens-Uithids group themselves into drives the majority of this Geed's members.
factions, called Creeds. Membership in a Creed can be a Under ideal circumstances, the Creative Creed W-
very important thing for a n individual illithid, as repre- tains a primary research lab within its community whew
sentatives from each faction make up an Elder Concord. various members can congregate to pursue their private
and joint research. This facility also houses the SUCC~SXS
(and failures) of past projects in sealed vaults. The Possessors
The Possessor Creed holds
that wealth is the single most
The Awaiters
important element in achieving
The Awaiter Creed consists utter dominance. Simply y t
of illithids that eschew rapid great wealth equals great
scheming in favor of cohesive power. With enough wealm, a n
planning. Only after a n illithid can unbar any door, un-
Awaiter patiently calculates earth any secret, and contract any service imaginable.
every possible factor does it Upon obtaining sufficient resources, Possessors con-
put a proposed plan in motion. struct mighty vaults in which to store their cash reserve:
In general, most Awaiters feel that their race is too rash. These vaults are marvels of security; only the foolhardy
These illithids seek experiences in a multiverse of contin- would attempt to slip past their many guardians, traps,
ual flux. and psionic deadfalls. Generally, the Elder Concord
To hurried perception and understanding, the cosmos leases a portion of a vault (in lieu of requiring periodic
seems chaotic. Awaiters, however, believe that hw-the dues from the Possessor Creed) for the storage of their
order that enforces all changeguides the chaos. own reserve. The debate rages in every community as to
Illithids claiming the symbol of this Creed are usually whose reserves are larger-the Elder Concords or the
impartial to other philosophies beyond that of calculated Possessor Creed's?
action, and they often find themselves elected by the In addition to the vaults, Possessors often sponsor a
Elder Concord to fill aedileator positions because of this group of ambitious illithid merchants that ventures for&
trait. Awaiters are usually the impetus behind the most into the underdark to engage other races in trade-even
diabolical of illithid schemes. though these races are but thralls in waiting. In this way,

49
illithid merchants import many nurse an undying hatred toward mind flayers,
items normally unattainable and they go so far as to organize:illithid hunting
within a n illithid community forays. It lies in the best interest of each mind
due to lack of specialization (or flayer community to remainever vigilant against
failure to retain thralls that pos- the possibiity of an attack from one or both of these
sess the requisite specialization
or skill).
These merchants usually sell
the imported products at the The Thorough Biters
Bazaar-a profitable business venture The Creed of the Thorough
also sponsored by the Possessor Creed. Biters gains its name from its
Of course, the Elder Concord allows the peculiar credo: Life Is Biting
Possessors to sponsor the Bazaar for the Through. Thorough Biters b e
trade it engenders. The rulingbody lieve that illithids can learn
turns a profit every time it sends out
trade missions targeting specific rare
materials essential to an entire illithid
new concepts only through
failure. I
ForaBiter,themultiverseislawi,.,,,..,,,., y-
I
community. order m n a h inscrutable to most beings, and it pulls the
It goes without saying that Possessors mdtiverse in unfathomable ways. When an illithid acts,
make ideal quastors, and it is often the it does so in accordance with the lawful macrocosm. Yet
case that other Creeds contract individual an illithid can never really know the entire consequences
Possessors to serve in that capaaty for their of its actions. Acknowledgingthis failure through the
particular faction. observation of an actions effects affords the observant

n
illithid with an opportunity to learn. The next time the
illithid in question encountersa similar problem, it will
The Tamers choose the proper course of action.
The Tamer Creed Members of the Creed of Thorough Biters, unlike most
believes that military illithids,have a sense of humility-although they regard
might is the most im- this sentiment simply as a vehicle for learning. Thorough
portant factor in the fu- Biters evidence the least amount of the racial frustra-
ture mastery of the multiverse. tion so common among illithids because of their unique
Tamers seek to impose their perceptions about failure. The Elder Concord accords
will upon the world through special attention to the opinions of this Creed, as their
martial force alone-forswearing diplomacy, tricks, or opinions are generally reasonable.
alliance. These illithids believe so strongly in the impor-
tance of military might that some members actually train
in the warrior disciplines. Such warrior-trained iUithids
The Hourishers
sacrifice some ability in the psionic arts;however, they The Nourisher Creed believe
believe that this sacrifice is more than paid back through that an illithid communitys
the acquisition of tangible fighting ability. Tamers are thrall population is its most pre
often elected as vigileators, serving the entire commu- aous mure.Nourishers trea-
nity with their fanatic insistence on martial dominance. sure their thrallsabove all else
Under ideal circumstances, the Tamer Creed main- and do not take for granted the
tains a martial facility where members meet to discuss many &OB that thralls under-
the philosophy of warfare, to devise novel tactics, and take for the improvement of the illithid race. Of course, all
to train fervently in the arts of war. Facilities that offer illifids recognize the importance of thralls; the Nourisher
such training generally sport a small arena, where Creed merely seeksto promote the significance of the
illithids can gain martial experienceby fighting against thrall in contrast to all the other special interests and
slaves. Creeds on which other illithids attach their hopes.
One of the most important duties relegated to the Nourishers often maintain the facility that houses the
Tamer Creed is that of providing a sound defense general thrall pool; thisCreeds devotion to the thralls
against githyanki hunting parties and rrakkma (githzerai seems most suited to such duties.
hunting parties). These former thrall races continue to
50
The Abysmal The Influences

U
The Abysmal Creed feels The Influencer Creed con-
that the terror and disgust all cerns itself with the unearthing
other races feel toward the of secrets and the swaying of
illithids serves as an ideal too opinions through indhct
for the promotion of illithid methods. According to an Influ-
policy This faction proposcs
that illithids consciously pro- -
mote this perception at all times. If other races suff-
encer,riches,psionic power, and
military might avail nought in
the absence of exact informationregarding a spec& go&
ciently fear the illithid threat, they arc more likely to give Such information gathering goes hand-in-hand with
way to illithid dominance-accepting the fact of their thc creation of a web of influence which best channch
thralldom once and for all. thc direction of an enemys response to perceived threa
The Abysmals draw strong dissent for their opinions Many a thrall city has
among other illithids, although from time to time the tion in thc face of an illithid threat; the la
viewpoint of this Creed wins through.Certain illithid en- tive measures in these cases falls solely
terprises are colored with the Abysmals core philosophy: Influcncer agents.
Perform an action in a way that generates as much homr Influencers often lead vigileator
as possible in all nonillithids affected by the enterprise. operations.
plex where Creed members train in the arts of
tion and spying.

51
The Darkeners The Gatherers
The Darkener Creed embod- The Gatherer Creed con-
ies the illithid races hatred of stantly ruminates on why the
sunlight (as illusbated under i!.lithid race splits its efforts so
Beliefs above).Illithids know widely between so many com-
that their bodies are best suit4 munities. They ask, Wouldnt
to cool darkness and revealing our purposes be better served
shadow. Thrallraces would if we consolidated our
crumble before the illithid presence if the advantage ac- strength, gathered together our far-flung communities,
corded to them by universal whim were extinguished. and amassed such power as would cause all other thrall
Darkeners are a prominent Creed in almost every races to acknowledge us as the one and true master
illithid community. Members maintain a central facility race? Gatherers feel that disparate communities splinter
where they-as well as some members of the Creative illithid power in almost every area-including psionic
Creed-labor long and hard upon various schemes that research, military might, and regional domination.
might some day provide a viable method to achieve Unlike many other Creeds, the Gatherer Creed is a
their dark ends. In addition, Darkeners often employ In- single organization, even between communities. In this
fluencers to search among - thrall races for any means of way, vocal proponents of community fusion can coordi-
extinguishing suns. nate their &oris among various Elder concords. TO
Unfortunately for them, Darkeners are generally un- date, the Gatherers have made little progress. It should
successful in their efforts to put out the light. Suns are be noted, however, that in almost every case, the Gath-
vast, burning balls of volatile energy; simple psionic erer Creed has organized the meeting of a Grand Elder
abilities (or magical spells) do not have the sheer power Concord.
to affect such embedded structures of the cosmos. StiU,
Darkeners continue their age-long research into extin-
guishing natural sources of sunlight.
The Arisers
The Ariser Creed believes
that mind flayers should push
their domination upward to
the surface world4espite the
hindrance of sunlight.Arisers
think that by liiting them-
selves to just half of the entire c
world (the subterranean half), illithids are effectively re-
signing themselves from ever holding complete world
dominance. These mind flayers feel that waiting for the
Darkeners to extinguish the sun will delay an illithid at-
tack until it is too late. Worse, they may never evolve
such a method-in which case the illithid race will never
realiie its destiny.
Arisers spend a large portion of their time developing
equipment that allows illithids to move in as unhindered
CorrJnq ofAqe
Following ceremorphosis, an i l l i t h i d possesses the
size and bearing of an adult; however, its mental
development is far from complete. A young illithids m i n d
is not as blank as that of a newborn thrall. The psionic
web provided by the elder brain and other i l l i t h i d s of the
community educates the mind of a young i l l i t h i d while i t s
body finishes transforming. Still, there are certain things
that only experience can teach. The two most important
are the domination of a thrall and the consumption of a
brain; usually, the two go hand i n hand
A young illithid must consume a brain within one
month of its ceremorphosis or risk starvation. When the
a manner as possible while in full daylight. They also time draws near, the hungy illithid is brought to a bal-
plan domed communities, illithid surfacecolonies pro- cony overlookingthe general thrall pool maintained by
tected from the raging light of the sun. the Nourisher Creed. With the encouragement and sup-
port of its peers-and at least one overseeing adult
illithid-the youngster selects a likely thrall and psioni-

1 The Venerators
Venerators are illithids that
directly revere and represent
cally commands it to ascend to the balcony. When the
thrall reaches the balcony, the young illithid gobbles its
first feast. Wlen the msly
- . scene plays
. . out, the young- .
the interests of Ilsensine. In
fact, these Creed members
ster offiaally comes of age; it can legitimately make its
own way in illithid s o c i q .
m
function as priests and acolytes
of Ilsensine. Most mind flayers J o j h q the Elder Brain
are content to develop personal
psionic might and look forward to integration with the ILlithids do not speak of dying, but of Commence
elder brain at their death. The Venerators, however, give ment. A n ilithid does not face oblivion or some spiritual
their lives to Ilsensine and reap the benefits of service to communion with its deity after death. Rather, it expen-
the Tentacled Lord (see Chapter 4 History and Theology ences union with the elder brain, a state of existence
for more details). where its mind and abilities will last for all time-or so
The Venerator Creed makes a point to spread its each illithid believes. Thus, the death of a fellow illitlud
membership to as many different communities as pos- is not a time of sorrow, but a time of celebration and
sible for the Glory of Ilsensine! However, there are cer- envy.
tainly some communities where illithids cannot channel When an illithid dies far from its home, its fellows im-
a spell from the illithid deity. mediately extract its brain and preserve it against furthm
Those communities blessed by the Venerator decay by applying some briny fluid from the pool of the
Creeds presence possess temples dedicated to Ilsensine. elder brain. Because this is such an important facet in the
Here the faithful can offer up their reverence to the self- Commencement of an illithid, all mind flayers traveling
proclaimed god of the illithid ~
abroad carry vials of this fluid for such occasions. The
return of an illithids preserved cerebral matter to its
community is always a prime goal of illithids carrying

lllithid Socjd Customs such a burden.


When a n illithid dies within its community (or after a
Like any other creatures, illithids engage in a variety preserved brain retums from abroad), the creatures hol&
of practices and customs unique to their own mind set. a short ceremony at the edge of their elder brains pool.
Other races may cringe at the illithid way of life, but to a The deceaseds peers congregate to watch the elder
mind flayer, its community life is rich and rewarding. brains decision to accept or deny the new gray matter
53
into itself. If the elder brain accepts the now-deceased ons in a manner analogous to the way surface-dwelling
mind, it mentally welcomes the new addition with lov- jockeys ride their horses. In dominance tournaments,
ing endearment. The brain of the deceased then de- however, illithid competitors face off against each other
scends into the pool via telekinesis. suspended on stone platforms high above the actual
Once deposited, a pseudopod of the elder brain itself field of battle. Each competitor is linked to its champion
engulfs and absorbs the free-floating gray matter. The so that taste, touch, feel, and other thrall sensations are
living illithids then mentally hail their elder brain, immediately available to the illithid controller. The dom-
wherein all one day hope to reside, and leave the cham- inated thralls fight to the death under the complete con-
ber to celebrate the successful union through a variety of trol of their illithid riders.
illithid entertainments. Large audiences of noncompeting illithids view the
spectacle through special psionically attuned crystals
strategically placed around the arena. These spectators
Entertdnment wager on the success of favored illithid competitors.
Entertainment of various sorts occurs often in illithid
culture-although mostly at their thralls expense. Performance Eating
One of the most popular entertainments in illithid cul-
Dominance Tournaments ture is performance eating, a psionic pastime where
Most scholars know that illithids enjoy pitting their taste-linked audience illithids share in the artistic con-
thralls against each other in gladiatorial arenas; the truth sumption of a thralls brain. Each performance eater is a
of the matter, however, is subtler. While it is true that gourmet-an illithid (usually a Nourisher) specially
thralls compete against each other in mortal combat, trained to exact the most delightful prelude to the meal,
each combatant is actually under the complete psionic and then to evoke every pleasing environmental factor
control of an illithid competitor (or a member of the and tasty nuance during the actual consumption of a
Tamer Creed just beginning to train in martial arts). thralls brain. Such performances usually occur in small
Illithid competitors ride their favored thrall champi- auditoriums set aside especially for performance eating.
54
nonpsionic Comwnication lllithid names
llithids far surpass most other races in their ability to Illithid names are more complex than those of crea-
communicatemind to mind. Still, they are hyper-intelli- tures using only one-dimensionalsounds to communi-
gent beings, creatures that realize the advantages of cate and to convey concepts. The very nature of psionic
other forms of communication. telepathy allows !me telepaths (such as illithids) to gar-
ner far more from a simple name. To nonillithids, an
Pualith illithid name impinges upon only the portion of the
Putting their prodigious minds to work, the illithids brain used to assign meaning to such things.
devised a system of writing based on texture and touch.
This writing, called qualith, attempts to capture the Thus, an i l l i t h i d name may seem no more complex
essence of the immersive telepathic contact normally than the name of any individual from a foreign culture
used for communication. The qualith utilizes four levels
Names such as Drukt, Sard, Sult, Aurangaul, Ralayn, and
of logic simultaneously: four striated lines, each alter-
nately solid or broken, along which illithids run their S'venchen do not sound exceptionally different from
tentacles in order to perceive meaning. Thus, a typical Branwen, Jon, or Marta. Of course, the psionic
line of illithid text carved into a rock wall or punched
referencing of a mind flayer's name conveys a multitude
into stiff parchment could look like the following:
of additional information t o an illithid-including age,
status, Creed, and psionic ability
Even though elder brains are conglomerateminds,
they do possess personalities of their own. In fact, many
elder brains take names when they first form. These
Nonillithids find this language fiendishly hard to un- names may be some derivation of the prime minds that
derstand. Only those creatures employing a tentacle or make up their core personalities. However, elder brains
appendage on each of the four lines have any chance to often take enigmatic names that suggest feelings, events,
grasp its full meaning, as each line of the "text" modifies or even states of mind. In an economical manner, illithid
the meaning of the other lines. Thus, the complete mean- communities take their name from their elder brain.
ing only materializes in the gestalt presented by all four
limes together. outcasts
Rumors exist of rogue mind flayer communities that
experiment with magic and spells-a thoroughly de- llithids almost never leave their communities perma-
testable and unnatural event by the lights of the illithid nently-whether voluntary or not. Sometimes,however,
majoriw. Such communitieshave supposedly developed an illithid may grossly violate the tenets of its own
qualith into a simpler, less rigorous, true written lan- species or even its Creed. In such cases, the community
guage in order to investigate the mechanics of spell or Creed brands it a traitor. Generally, these traitors are
memorization and casting. executed immediately, but some do manage to escape.
Running away from the community and the elder
Illithid Sign Language brain is not something an illithid in its right mind would
This medium, developed by the Tamer Creed to ever do, death sentence or not. Therefore, fleeing illithidB
stymie psionic eavesdropping from rrakkma and other are probably deviants and may have strong desires to
illithid foes, utilizes a highly complex form of sign lan- learn magic.
guage. This language engages all four of an illithid's ten- Strangely enough,mind flayas denied the possibility of
tacles. While not as rigorous as the engraved form of later communionwith the elder brain usually end up wor-
qualith or as far-reaching as psionic telepathy, illithid shipingIhn&m+pmbably in hopes of finding an even-
sign language has the advantage of being undetectable tual home for their outcast spirits. However, it is equally
by eavesdropping or psionic bugging; even those crea- likely that illithidsin such straits will seek out the s e d of
tures viewing it are unlikely to interpret the meanings of immortalityfirst through magic alone, but finally through
four rapidly signing tentacles. magical p m a t i o n of their bodies. These creaturesbe-
come blasphemous monsters, completely at odds with all
that normal illithid culture holds as true and right. lllithids
call these foul c r e a m illitldichs or alhoons.
chameleons, thus rendering themselves nigh
JIIithids and Undead undetectable to the infravisual capabilities of i l l i t h i d s .
Illithids are masters of the mental sphere; therefore, all
Only by reflected infra-light, can i l l i t h i d s notice these
creatures that wak on, below, and between the worlds
are subject to the wiles, whims, and dictates of the mas- creatures. Unfortunately, i l l i t h i d s can only spot undead
ters. All creatures, that is, except the undead. under these conditions at a distance of 20 feet-when i
Undead-those creatures whose spirits have fled for
higher (or lower) realm-are "mindless" and do not im- is too late for appropriate act
pinge at all upon the mental plane. However, the foul
power of necromancy allows their bodies to act with It is true that most races fear and loathe undead, but
dark purpose, echoing failed endeavors and cheating such fear is nothing compared to what an illithid feels
death by substituting animation for vitaliv.Both lesser when confronted with these damnable creatures. So
and greater undead share the same terrible trait: They used to the mastery of others with a thought, iUithids
IF invisible to illithid mental perception and immune to tremble when they encounter unassailable minds. Unfoi
illithid mental domination. tunately for mind flayers, undead are utterly and com-
pletely immune to psionic manipulation by their very
A s if t o add insult to injury, undead do not radiate nature. To a n illithid's way of viewing things, it appears
as if undead were created long, long ago just to thwart
infrared heat like every other animate creature. Rather, illithid dominance. It is unlikely that such a belief has
they mirror the temperature of their surroundings like any validity, but regadless of the truth, undead ar
no enemies. However, i l l i t h i d s see this as a natural
everpresent threats to all living creatue+parti&ly
illithids. function of a universe f i l l e d with ignorant thralls that d@.
The q o r t of undead in the vicinity of an illithid commu- not know any better than t o snap at the hand of t h d r
nityhas a unifying affect onallillii3k-k h a t e n e d by the
news. These creaturesshelve agendas and temporarily eventual masters.
settle disputes while they hatch plans to eradicate the b t
as quickly as illithidlypossible. Eradication is usually ac-
complished through the use of a hardened p p of loyal Perhaps no other matures demonstrate thisbetter
(conditioned)thrab-creatures better able to deal with the than the githyanki and the githzerai. As noted in Chap-.
psychologid trauma of facing a mindless creature. ter 4 History and Theology, these distinct humanoid
races were once unified under illithid control. In a fash,

lllithids and Githyanki - ion still not completely understood by illithids even
today, the gith threw off the yoke of illithid control and,
attained independence. Unfortunately, thousands of
Besides an encounter with undead, there is little that years later, both races continue to harbor ill feeliigs tc-
i l l i t h i d s fear. That is not t o say that these creatures have wards their former mentors.
I
Mind Rip
(telepathicdevotion)

Notes: Cithy.u& rvarlccks can planc 4Uh at


Psionics Summary: #AT 1, MTHACO 14

Psionic Defenses All; Psionic Disciplines pr


Githyanki, under me command of their foul lich
queen, constantly form groups of a t h i d hunters that
lllithids and Githzerai
seek to scow the planes free of illithid influence. Appar- Githyanki are not alone in their perpetual quest for
ently, every githyanki warrior must serve time in an vengeance against the illithid race; the githzerai also ex-
illithid hunting party for personal training. In this way, perience a burning rage yet to be quenched in illithid
githyanki warriors claim some of the same experiences blood. Like githyanki, githzerai organize themselves into
as their forebearers who warred against the mind flayers bands whose only purpose is to slay athids. They call
for their freedom. These hunting parties possess an in- these ban& rrakkma, or hunting parties.
credible knowledge of illithid tactics, habits, and pow- The githzerai have developed a very deadly psionic
ers. They are also aware of the capabilities of mind flayer science specifically for use against mind flayers. Based
thralls. on their own ancient encounter with an enigmatic beiig
Despite the earlier noted illithid nonchalance, illithids known only as Khdgar the Mind Ripper, the githzerai
truly fear these hunters, and they take extra precautions affectionately call this psionic ability the mind rip.
to conceal and protect themselves. The information
given in "Illithid Hunting Parties" reflects an average
githyanki hunting party.

A
A n lllithid Commumry
lives close enough for the occasional skirmish.
Abstemious contains about 200 illithids and approxi-
mately 500 thr&bringing the total population to
around 700 individuals. Unless noted otherwise, game
statistics for illithids and their minions can be found in
Chapter 8.
The outer facade of the community houses the thrall
population, while deeper areas contain the bulk of the
illithid population. These deeper areas have a n outer
and inner ring. The outer ring COM& to the thrall cav-
ems. However, there is no physical connection between
the outer and inner ring; the inner ring is accessible only
through the psionic (or magical) twisting of space-time.
The edge of the inner ring contains the bulk of the
illithid community and is dominated by an axial plaza
(communitieslarger thanAbstemious might boast sev-
eral axial plazas). The rest of the inner ring houses areas
of extreme importance to all illithid-including the pool
of the elder brain.
All areas are numbered consecutively from area 1 to
21.However, the three separate maps included in this
chapter show various levels of detail.
The Abstemious m s s -
-. -
section map flustrates the connection
Whether i l l i t h i d s are world bound or range widely i n the depths of between the two detail maps: The Outer
wildspace, they retain a racial preference for communities protectively Ring map and the h e r Ring map.
built deep below the surface of a world or asteroidal body. Thus, these
1. Entrance Cavern
creatures maintain a certain conformity of architecture between their
At least two winding underdark pas-
communities. sages open into this gargantuan fissure
mated through natural geologic
process. The ceiling is home to h u n d d s of damp stalac-
Abstemious tites that continually drip condensation to the floor
The text below details a typical illithid comm s floor holds a large viUage of grim-
shepherded by the elder brain Abstemious. ough illithid control is not immediately
communitiesvary according to the world u casual eye. In spite of the vigilance of the
they resid-d upon the e (area Z), the psionic
Elder Concord-many of the features de elder brain usually notes the
are almost universal among g intruders. Abstemious detects
The community of Abstemious cavern and
of the underdark, fairly distant pproacbjng underdark passage, to a dis-
other subterranean races. H
2. Guard Towers tower has a crenelated platfonn at its top
Two 30-foot-high guard towers cover each of the un- and two lower stories.Four grimlock sentries constantly
derdark passages that opens into the entrance cavern At stand upon the platform of each tower, vi@t against
the behest of their illithid masters, grimlock thrallsbuilt foreignintrusion (guardduty follows rotation among a i l
these rough towers from stone blocks mined from the billeted within the tower). In addition, 12 other grim-
floor of the cavern itself. locks stand watch on the lower storeys of each tower. If
62
intruders cannot legitimately account for their presence, illithid have thoroughly conditioned the grimlocks liv-
the sentries sound a gong loud enough to alert every ing in this cavem to accept their servitude willingly. In
grimlock in the cavern. fact, the thralls no longer require constant psychic domi-
The chambers are bare of all but personal weapons, nation; however, four illithid overseers do keep an eye
provisions, and moss cots. on the grimlock village (see area 4).
The grimlocks living here serve as a first line of defense
in the event that invaders attack the illithid community.
3. Grimlock Village In addition, these grimlocks function as skknishers dur-
This cavern is home to a large population of grimlock ing periods of illithid aggression. Many of the thralls here
thralls. Crude domes, rough buildings (enough to house often serve in the illithid community below, but return
approximately 200 grimlocks), and all the accoutrements periodically to the cavern to feed and rest.
of a sizeable subterranean village appear in the cavern.
The village consists of a hunting lodge, a nursery, several
huts (housing 2-5 grimlocks each), a spring, large tracts 4. Inlet
of soil set aside for the production of edible moss and This stone structurr is crude but large. It seems be-
fungi, and a specially l i e d pen containing a small herd nign from the exterior, but in fact it always holds four
of gohlbrom livestock (see Chapter 9 for more infonna- iUithid overseers (wearing the symbol of the Nourisher
tion on gohlbrom).In addition, a stonecarver, a leather- Creed). The overseers stand duty shifts of six hours; they
worker, a parchment maker, and a crude blacksmith keep tabs on the activities of the grimlock village and
exist within the village. A small rock quarry completes pass warnings on to the elder brain in the event of a
the set up of this sophisticated grimlock community. physical attack that somehow eludes the elder brains
Discriminatingobservers may note the apparent lack psionic surveillance.
of a central authority. This is, of course, due to the fact This building also contains a secret chamber in its
that the grimlocks are not masters of their own fate. The center; a small passage located in the floor of the cham-
ber leads toward the outer ring of the m e illithid CVur mu pbwmcuy m me same mma.
munity. The door to this secret chamber is 10 feet high SD-The mature constantly emanates a psionic field
and 20 feet broad, allowinga large force to sally forth in (at no PSP cost) that renders it immune to n o d and
case of an emergency. When closed, the door is difficult magical h; this field also reduces its damage from elec-
to detect, requiring a normal find secret doors roll. The tricity to 1 hit point per die of damage rolled. In addition,
rough tunnel beyond is also 10 feet high and 20 feet it is immune to weapons of less than c3 enchantment.
broad; it descends steeply toward area 5. Weapons of greater enchantment only inflict1point of
damage per successful strike. Finally, a death spell is only
25% likely to succeed, but a p m word: kill remains
5. Checkpoint
e v e .
Stout iron doors inset with narrow viewing grills SW-Aprotectirmjrm mi spell keeps the intellect de-
guard either side of this large, artificialchamber. Within vourer at bay; bright lights and firesdrive these creatures
the chamber, a contingent of twenty 4 H D grimlocks away.
under the control of four standard illithids monitor the
area. In the event of an attack, the mind flayers send Psionics Summary: #AT 1, MTHACO 12; MAC ,
mental communication to the elder brain; the elder Lv 8; PSPs 200; Psionic Attacks ego whip (EW), id
brain, in turn, warns the entire community. Meanwhile, insinuation @ I);
Psionic Defenses intellect fortress
additional forces in area 10 mobilize and respond within (IF), mental barrier W),mind blank (MBk),
five rounds. thought shield 0; Psionic Disciplines ectoplas-
The Tamer Creed also maintains its facility in associa- mic form, body eqdibrium, chameleon power, ex-
tion with this checkpoint (see area 9), as shown in the pansion, reduction, astral projection, dominatii
Outer Ring map. mindbk, aversion, and telempathic projection

6. Watchdogs 7. Outer Ring

1
This natural-looking cavern The outer ring is X I L V W VI
~

contains a small spring, hang- both the Abstemious Crossec


ing growths of dark fungus, tion map and in greater deta
and five intellect devourers on the Outer Ring map. The
hidden back amidst the fun- comdor composing the oute
gus. These creatures feed on ringis 20 feet wide and 20 fe
the ubiquitous empathic fun- tall;it completely encom-
gus, but they also supplemet passes the axial plaza and th
their diets with an occasiona illithids private dwellings. I
yummy brain. connects to those areas
The intellect devourers will four large passages.
not attack illithids, creatures As described in Wakeman
escorted by illithids, or grim- journal entries, this wide pas
locks. The intellect devourer sage is humid and heavily
watchdogs consider all other carved with motifs not unlik
creatures fair game. those of exposed neural con-
nections. Superimposedova
Intellect Devourers (5): AC the decorative carvings on th
4; MV 15; HD 6+6; hp 30 outer wall runs a continuous
(average);THACO 13; #AT 4; line of illithid qualith. The
Dmg 1-4 (x4) (claw x4); writing, unintelligible to non
SA psionic abilities; SD +3 illithids, gives precise direc-
or better weapon to hit; tions to the various locations
SZ M (6 long); ML FanatiL and facilities accessible on th
(17); Int Very (11);AL CE; Outer Ring.
Xl 6,000. Every Creed maintains its
Notes: SA-The intellect de- facility off the Outer Ring.
vourer can attack physically Besides Creed facilities, the
1
various offices of elected offi-
9. Tamer Facility
cials (aedileators,vigleators, The Tamers maintain a
etc.) connect to the ring. The complex of chambers con-
most important of these areas nected by locked iron doors.
have their own numbered Members of this Creed over-
entry. see the combatants in the
main Arena (area 11), watch
over the thrall shock troops
8. Axial Plaza in area 10,keep armories
The central, or axial, plaza filled with arms suited for
is a wide, high spherical both thralls and illithids, and
chamber constituting the maintain a private arena
prime area of social congre- where iUithids physically en-
gation for the illithid popula- gage each other in duels an(
tion. The floor of the plaza
holds a series of wide, shal-
*--
.-
e ,
i 1. martialchallenges.
Normally,up to 10 iUithi
low basins, where a lounging Tamers work within the en
mind flayer might rest in tire complex. Many of these
comfort after long hours individuals wear illithid-
spent working in various ca- customized exoskeletons
pacities. Each basin has at and tentacle-extensions (
least two or three eating- Chapter 7 Illithid Te
stocks overlooking it, so that ow). Ten to twenty 4HD
hungry illithids need not stir thrall warriors also spend
from their pool in order to time he-ften serving as
dine on gray matter. sparring partners to these
Normally, 2@40 standard military-minded mind
illithids can be found taking flayers.
their ease and filling up on brain tissue in thischamber.
Ten to twenty grimlock thrallsalso attend every need of
10. Thrall Troops
their recumbent masters-while the unlucky ones find
their heads in a stock. This facility houses those utterly subjugated thralls
The inward curving spherical walls and ceiling of the that have received military indochimtion by Tamer
plaza hold dense evidence of cliff-dwelling archikc- illithids. These troops generally lay at ease on moss mat-
the private domiciles of most of the illithid community. tresses, but they always respond to an alert.
The community here is small enough to afford almost Under normal circumstances, thirty-five 4HD grim-
every illithid a dwelling with a balcony or window that locks serve as Abstemious thrall troops. A particularly
opens onto the plaza. Very young mind flayers, however, fierce ulitharid named Susk directly commands the
inhabit those dwellings without a view of the plaza. The thralls in the event of a conflict. This ditharid has mas-
iUithids can expand these dwelling as the needs of their tered the art of simultaneously attacking with all of its
community grow. See page 72 for a description of a stan- tentacles and a physical weapon. Susk possesses the sta-
dard illithid domicile. ijstics of a standard ditharid, and he wears an exoskele-
Four large equidistant avenues lead off the central ton suit and tentacle extensions. Susk also wields a
plaza. Each avenue contains a highly sculpted archway two-handed psychic sword in melee (seeChapter 7
that shows groups of thralls working at various tasks for Illithid Technology for descriptim of these items). To its
their illithid overlords. Each of these accessways leads credit, Susk has muted more than one marauding band
directly to the Outer Ring and the facilities housed there. of rrakkma githzerai.
Hanging on a crystal chain from the plazas ceiling is a
20-foot-diameter sphere of polished obsidian. This ob-
sidian sphere does not give off light in the visible spec-
trum, but rather radiates sirongly in the infrared
-
spectrum-bathing the entire plaza in a warm glow nance tournaments (see Entertainment on page 54). It
visible to an illithids perception. contains many features similar to the gladiatorial a m a s ;
66
however, illithid a m w s differ in that they do not provide
physical seating for spectators.Instead, four wall-
mounted (15feet high and one to a wall) crystal orbs
provide interested illithid viewers the opportunity to
watch the spectacle telq-tly. he orbs psionica~y
relay visual and audio informationto within 1 mile of
the arena. Interested gladiatorial enthusiasts need only
"tune in" psionically to catch a dual between their fa-
vorite competitors.
In the case of dominance tournaments,the competitor
is most likely an illithid. The current favorite in Ab-
stemious is an undefeated "rider" called h d e n . This
gladiator is a standard illithid of the Nourish Creed.
Though incredibly ferocious,the illithid champion wears
a colorful red jumpsuit during its competitions.

12. lourisher Headquarters


The nourishers run this cavern complex, where they
supervise the general thrall pool and host pexformance-
eating events in a small theater. Perfonmnce eating, de-
spite its name, serves a real purpose in the illithid
communiv.Just because illithids only need to eat a
i single sentient brain in a month, doesn't mean they
don't aave many more. By sitting in on a taste-linked
eating performance, illithids vicariously enjoy a full
meal without the need to bloat themselves or undercut
thrallresollrces.
The general thrall pool exists at the bottom of a 40-
root-deep shaft with glass-smoothwalls. Brasker, the pit
overseer, deposits and m o v e s thralls from their filthy
warrens via telektetic powers. Brasker possesses the
statistics of a standard illithid and has an exceptionally
s m g telekinetic ability. The illithid also keeps the
thralls supplied with minimum amounts of water and
food.Thankfully, the food is plentiful, if raw-though
new captives a~ often too sgueamishto eat what re-
mains after an illithid has extracted its own
nourishment.
The general thrall pool contains the newest captives
yet to be eaten, fully conditioned, or assigned some
other task.As such,mptives here are usually not prim-
locks; they represent the illithid's latest acquisitions and
may come from a variety of different races-including
surface dwellers. Becam Of the illithi&' policy Of limit-
ing their thrall populations to one race, nongrimlocks in
the general thrallpool usually end up as dinner.
C-tly the gmeral pool consists of five drow war-
riors, two derm, one very dehydrated kuo-toa, and a
foolishgroup of surfacedwelling adventwas. only
thrre hemes remain from that adventuringparty: a 7th-
level male elf r a n w named Starvendel, an 8th-level
femalehuman warrior named Trish of Woodgard, and a
68
6th-level male dwarf cleric named
14. Halls of Creation
Kurash of Dimbold Deep. Kurash, Creative are usually charged bers, and labs making up the Halls
though sorely wounded, continu- with the responsibility of innova- of Creation.
ally tries to rally the other captives tion, and Creed members enjoy ex- Up to 20 standard illithids (with
to escape before its too late. pounding upon the potential found two or three illithids and an equal
in the dchemical/psionic frontier. number of technicians per lab)
The fervor of these illithidshas its work steadily in the dozen or
13. The Vaults
The Possessor Creed maintains
many vaults, connected by winding
catacomblike tunnels. Some of these
vaults hold the wealth of individu-
als, some hold the wealth of other t
Creeds, and one even contains the
treasury of the Elder Concord itself.
Illithids are lawful creatures.
Thus, the security offerrd by these
vaults does not protect the commu-
nitys wealth against thieving
illithids. Rather, the vaults guard
Abstemious treasures against the
threat of thieving invaders.
The chamber that sits d k t l y off
the Outer Ring serves as a public
chamber, a n area where nonaffili-
ated illithids can request access to
their own personal vaults. There m
210 personal vaults within these
caverns. Generally, no single
vault-especially one leased by and
individual illithid-contains items
worth more than 5-20 (5d4) gp.
However, each individual vault
does have 1%chance of containing
an item worth up to 100 gp.The real
wealth appears in the vaults main-
tained for the other Creeds ( 1 , O O g
6,000 gp value), the vault assigned
to the discretionary funds of the
Elder Concord (10,000 gp value),
and the Possessors own specially
protected vault (14,000 gp value).
Each vault has a poison-trapped
lock, while the occasional spiked
pit-trap opens upon any creature
that breaks into the vault tunnels.
Two to eight iUithids affiliated with
the Tamer Creed also stand guard,
and a brood of three intellect de-
vourers (see area 6 for statistics)
constantly patrol the passages sepa-
rating each vault. .
69
outer labs. Each lab consists of a chamber 25 feet on a itself looks like a g-m- Drain (symbolic of Ilsensine)
side, illuminated by small infra-spheres set in the ceil- whose many tentacles bursow into thehard stone floor-
ing (similar to the stone hanging from the plaza, but apparently m e r g i n g as the aforementionedcolumns.
much smaller). Wall shelves and a central island of The associated chambers and cloister house the
smoothed, polished stone hold a variety of implements temple's 8 priests and 10 acolytes. The acolytes possess
germane to either mechanical or psionic research. These the statistics of standard illithids. The priests, however,
implements include alembics, crucibles, coils of distilla- are standard illithids with "priestly" abilities (see the
tion, mortar and pestles, scales, tongs (both miniature Illsensine seaion in Chapter 4 History and Theology for
and gargantuan), and a host of other less-identifiable more details). Each priest is between 1st and 6th level.
items. Strange specimens-both living and dead-om- Ohlcaig, the head priest of the temple functions as a
plex psionic symbols, multicolored flames, and noxious 9th-level priest. It is a vocal member of the Elder Con-
fumes are also fairly standard decor in these labs. cord, inevitably attempting to leverage any decision in a
All the creativity expended here confers a base 15% way that most benefits the intemsts of Kisensine. Thus,
chance that each lab contains a functional psionic item Abstemious, the elder brain, often votes M y against
(choose a n appropriate item described in Chapter 7). Ohlcaig's positions.
The outer labs are all open. However, this area houses a Vhlcaig's spell seledion (4/4/3/2/1): 1 & 4 e c tmagrc, detect
single inner lab, sealed to all but the senior members of poison, dmkness (~2);M 4 l d person (X2), auguy,fd traps;
the Creative Creed. The single mtricted lab is set up 3rd--loc& obpt, speak roith &ad, continual darkness; 4th+ee ac-
much like the outer labs. Currently, Noheask (the eldest tion, unbue mth spell ufnhty; %-mum.
illithid Creative)uses this lab to investigate the signifi-
cance of a recently acquired object called The Night Egg.
Though mure, Noheask thinksit may hail from another 17. Spring
plane. At this time, the illithid has made little progress in Although illithids subsist on the fatty gray matter har-
discovering the artifact's real power(s)-if any. vested from sentient creaturrs, their peculiar diet does
not render them immune to the biological need for
water. The spring near Abstemious has not faltered in its
15. Luminarium
upwelling in the last 200 years.
The Ariser Creed uses these chambers to conduct their In this chamber, a largetiled basin retains a portion of
experiments without bothering those illithids uninter- the spring's upwelling, serving as a r r ~ e n r ~ini rthe
ested in their aim of colonizing the surface world. To event of dire need and allowing easy access for many
that end, many of the rooms associated with the Lumi- thirsty illithids. Two grimlock thralls work tirelessly in
narium are bathed in blinding white light, so as topre- this chamber, cleaning the water in the basin with special
pare enthusiastic Arisers for the environmental cloth filters and keeping the growth of water organisms
conditions of the surface world. Some of the chambers at bay.
serve as simple meeting rooms, complete with wading
pools. The Arisers use other chambers as feeding rooms
and labs (built similarly to those in area 14).
18. Bazaar
At any one time, 11-20 Arisers (standard illithids) When Possessor merchants return from dangerous
work in the Luminarium complex. AU illithidsin lit trade missions, they sell their inventory to their fellow
chambers possess glaregoggles and dampsuits (see items illithidshere in the bazaar. While those illithids servings
of the same name under Chapter 7: Illithid Technology). as traders do find it financiallyrewarding, they must re-
turn a significantpercentage of any pmfits to the l'osses-
so1 creed.
16. Ilsensine's Temple An illithid can find a wide assortment of items in the
The Venerators (priests) keep up a series of chambers bazaar-though the selectionchanges on a weekly basis.
that serve as llsensine's Temple. The initialchamber con- Furnishings, clothing, tools, and other such mundane
nected to the outer ring serves as the central area of wor- items not fashioned by the grimlock population of the
ship, and its decor holds many featcues in common with "surface" ViUage (area 3)are the usual hottest sellers, as
other temples throughout the multiverse. Two rows of the illitbid community itself does not produce those
columns march south, each column resembling a coiled items. On average, 11-20 illithid shoppers and 2-8
tentacle thrust up through the stone floor. Allof the illithid merchants frequent the bazaar at any hour.
columned "tentacles," however, originate from the mas-
sive idol in the southern section of the chamber. The idol
70
--m

19. Inner Ring body into one of the birthing pods so that it can com-
The Inner Ring-an area completely encased in plete its transformation from humanoid to illithid in rel-
stone-lies 100 feet below the level of the axial plaza's ative privacy Each birthing pod sports thick moss and
floor. Physical (nonpsionic or nonmagical) travel between smells strongly of cinnamon and garlic. El
the outer and inner ring is a n impossibfity. Only those There is a 35%chance that 1 4 (ld4) ceremorphing
capable of sliding past the stone through extraordinaty youngsten occupy a particular birthing pod.These mor-
measures (such as probability travel and teleport), or phing bodies are in various states of transition. Some of
those brought along by illithids can ever hope to access the convulsingbodies look completelynormal, but the
the secret chamber at the core of the inner ring. Those ar- bulk of them have sprouted tentacles or are even closer to
riving by such means generally materialize in the ring awakening.Any chamber that contains growing illithids
portion of thislevel, as it is highly disrespectfulfor a visi- also contains at least one standard illithid assigned to
tor to appear directly within the elder brain's chamber. nursemaid the youngsters throughtheir birthing.
Like the circular throughway of the outer ring, this
passage is steamy and resembles exposed brain tissue. A
continuous line of illithid qualith is superimposed over
21. Pool of the Elder Brain
the disturbing bas-relief, recording the name of every Here lies the alpha and the omega of the illithid com-
illithid that merged with the elder brain after death. munity: a 30-foot-diameter pool filled with briny fluid.
The edges of the pool are coated in a white, lumpy gm-
the remnant of hatched illithid spawn--while hundreds
20. Birthing Pods of tadpoles swim sinuously through the fluid. Looming
As described in Chapter 2 Life Cycle and Variations, darkly, and submerged submerged in the pool's center,
illithids are born through ceremorphosis. Once an lies the elder brain itself.
illithid tadpole successfully merges with a form donor In every way, this chamber is the both the physical
(see area 21), other illithids drag the quivering, flailing and spiritual center of the illithid community. When the
71
Elder Concord is in conclave, it meets around the edges' cular, or even spnerid, so that every illithid's dwelling
of the elder brain's pool. When an illithid spawns, the looks out over a central space. This subterranean archi-
hatching occurs along the pool's side. When a tadpole is tecture resembles a cliff dwelling to the untrained eye.
introduced to a form-donor, it begins the process at the Illithids, however, perceive such buildings as communal
pool's edge. Finally, when an illithid's life is over, its fel- areas.
low mind flayers commit its psyche to the elder brain in The dwelling described Mow belongs to Geddeil, a
this room. standard illithid claiming membership in the Abysmal
Illithids visiting this chamber reign in their esper-talk, Creed. Geddeil is only 10 years past its ceremorphosis
keep tentacle oscillation to a minimum, and actively r e but already has good standing among other members of
frain from smearing any of their bodily mucous on the its Creed. Thus,its dwelling is only two levels above the
floor or walls. Even the members of the Elder Concord, axialplaza, and its balcony is quite wide.
during their weekly meetings, restrain themselves in the
physical presence of the elder brain.
1. Balcony
Such is its presence that even nonpsionic minds can
sense the elder brain's brooding, powerful presence Hanging 20 feet above the plaza is a large stone M-
although most nonpsionic minds brought to this cham- cony jutting out from the spherical side wall. A narrow
ber serve as form donors for the next generation of mind stair connects the balcony to one below it, and then to
flayers. the plaza's floor. Above, below, and to either side of the
balcony, windows, stairs, and ladders protrude from the
stone wall, forming a two-dimensional community
wrapped around the spherical plaza.
In those communitiespossessing central gathering Geddeil has placed a portable stone pool at the lip of
chambers-such as the axial plaza of Abstemiou- the balcony, allowing the mind flayer to relax comfort-
illithids build their dwellings side by side, and above ably in its own domicile. For convenience, the balcony
and below each other. These dwellings often follow the possesses a feeding-stock,but it is currently pushed
perimeter of the plaza, whether the perimeter is flat, cir- against the far railing away from the steps.
72
2. Sitting Room
tinues to pay the extra expense associated with Gecfdeil's
This large chamber serves as the living, dining, and I
experiments."
remation rooms for Geddeil. It contains various throw
pillows (filled with spongy, dry moss), artistic sculptures
@estappreciated by tentacle touch), resonance stones 3. Thrall Quarters
(small crystals embedded with pleasant emotions; see Every illithid has at least one personal thrall that
Chapter 7 Illithid Technology for more information), rarely leaves its side. Personal thralls open doors, pick
several feeding-stocks (in case guests show up for din- up items of interest to its master, clear paths along busy
ner), and a large musical instrument, called a bone- throughways, compliment their illithid owners on a reg-
thriven. ular basis, and generally accomplish menial tasks. In
While in its dwelling, Geddeil works on a couple of many cases, once an illithid finds a personal thrall that
different pet projects. Happily, its hobbies coincide with agrees with it, the mind flayer goes out of its way to
the stated aim of the Abysmal Creed. Geddeil also avoid eating the thrall's brain in a bout of hunger or
spends many hours a day composing discordant music anger. Some thralls have lived out their entire lives as
on its instrument; this music unsettles and horrifies any the personal servants of a single mind flayer.
humanoid creatures that listen to it. Personal thralls live in their masters' dwellings; their
When not composing, Geddeil gives in to gluttony, quarters provide for their basic needs and wants, con-
eating far more than a single brain per month. Geddeil taining moss mattresses,bundles of dried rations hang-
justifies this resource drain by claiming that it aids the ing low from the ceiling, and basins of drinking water.
mind flayer's own exploration of the effects of horror on GeddeiI's personal thrall, a grimlock male named
thralls. Its obesity, combined with its sickening pallor Ogham,is also allowed to store a few changes of clothes
and the accumulated debris of past meals caught in its in this chamber, as well as a few small trinkets (shiny
clothing and upon its tentacles, has a certain demoraliz- I&) and toys (very crude dolls) to keep him happy
ing effect on nonikthids. So far, the Abysmal Creed con- during his "off" hours.
4. Study
lamps carved to memble illithid heads S
This chamber resembles the office of an eccentric sur- from the illithids' eyes and mouths), a dish of hard candy
facedwelling sage. A clutter of cultural artifacts from shaped like miniature human hands, a petrified human
various thrall races cover shelves, a desk, and even the foot, and dozens of other items.
floor. For example, an elven wall sconce hangs over a
dwarven bafflemask,bracketed on one side by a human-
crafted decorative clay pot and on the other by a 6. Sleep Chamber
gnomish toolsuit. The fact that illithids require sleep is the best argu-
Geddeil has collected these items in order to make a n ment that currently exists for the supposition that
honest attempt to understand their cultural significance. illithids originated from a planet with periodic sunshine.
The creature feels that if it can truly understand the Why else would illithids develop sleep patterns that so
mindset of the various thrall races, it will be that much closely resemble the sleeping habits of surface-dwelling
more successful in devising means of promoting cultural creatures?
terror and fear. It's all in a day's work for Geddeil. Geddeil's sleep chamber is a 10-foot-diametermass d
Geddeil's desk is a simple stone platform. Below it sit thick, damp, cushioning moss bounded by a small stone
several sheaves of stiff blank parchment. A striator (a step in the center of the room. Various small stands and
psionic pen used to imprint parchment with qualith; see shelves in the room contain odd knickknacks that appeal
Chapter 7 Illithid Technology) lies on the desk along to Geddeil's sense of decor: ghastly shells collected from
with several sheets of qualith-imprinted parchment. The a nameless subterranean sea, humanoid tooth sculp-
parchment pieces rest beneath a black, egg-shaped pa- tures, a collection of silver bells, and an infra-painting.
perweight; the paperweight is actually a resonance stone The painting shows (to those able to distinguish wave-
imprinted with pure horror. Any creature touching the lengths in the infrared) a landscape of foaming chaos
stone must make a saving throw vs. spell or suffer through which a shard of floating earth is visible. At the
effects simiiar to afear spell for 3d6 rounds. The written base of the painting, a line of qualith reads, "Beyond the
records beneath the "paperweight" have Geddeil's notes Pale. A Resonance Island." The painting is a memento of
recorded upon them. These notes include such observa- Geddeil's travels.
tions as "humans fear the dark," "dwarves fear deep An open archway in the chamber leads to Geddeil's
water," "elves fear moral compromise," and "halflings walk-in closet. The closet contains several dozen robes,
fear starvation." boots, gloves, and other illithid clothing accessones.
Most of the clothing is imprinted with the raised sigil of
Geddeil's Creed association. Hidden in the inner lining
5. Storage of a robe at the very back of the closet is a contraband
This locked chamber holds the fruit of some of Ged- wand ofmagic missiles (56 charges remaining) that Ged-
deil's past projects-not all of which were completely deil secretly keeps in disobedienceof Abstemious' ordi-
successful.Pied against the walls and upon a central nance. Geddeil keeps the wand out of a secret
stone table lie jumbles of odds and ends. These piles in- fascinationwith magic, a fascination that the mind flay*
clude stuffed grouse, dried limes, metal shavings in a has only just begun to explore.
steel chest, a bone horn that sounds with a weak and
plaintive blast, a water pipe half filled w t h formic acid Enqenderinq new Communities
(4d10 points of damage if spilled 01swallowed), candle-
lllithids continually desire to expand their sphere of
influence and control, and so it is necessary for them to
send colonists out to engender completely new colonies
of mind flayers. When the time is ripe (usually after corn
quering the indigenous peoples of a p d c u l a r territo&
the Elder Concord chmes a group of young to coloniul
the new territory. Usually,this group consists of 11-20
standard athids.
The colonists are each allowed three thralls, chosen
from among those most conditioned to obey the illithidd
commands. If possible, colonists bring along thralls thak
possess specialized knowledge of mining, construction,
smithing, and other arts the illithids deem too menial to
74
learn. Once assembled, the colonizingcaravan, drawn entire colonys survival are significant enough without
on the back of subjugated underdark beasts, heads out to adding additional areas of potential fiction. Colonists
make its fortune. also take a much more active role in patrolling the edges
As might be expected, mind flayer colonies are far of their temtory, overseeingthe construdion efforts of
more crude than their communities. These colonies may their thralls, developing trade withnew races, a n A mrrin-
continue to exist in far more generic states-possibly taining ties with the parent illithid community
containing architectural elements of the areas former in- The parent community continues to support me e
habitants. forts of a fledglingcolony up until the time when th
For instance, the construction of a facade viUage of colonys elder brain successfdy forms. Once a new
conditioned thralls is a luxury available only to real brain takes over the colony, the parent community
communities. Instead, most of the thralls are kept tc- washes its tentacles of responsibility-onsigning the
gether in a central slave pit or similar fortified enclosm. colony to success or failure on its own sirengths and
Colonizing illithids must rough it, possibly for as weaknesses. In thisway, the ever-expanding illithid in-
many as two or three generations, until a new elder fluence is not negatively impacted if one or two colonies
brain can form from the minds of the oldest colonists. fail to prosper; the larger communitieseach remain inde-
Before the genesis of a community elder brain, the pendent entities whose fortunes are tied to nothing but
colonists are at their most vulnerable. the force of their own assembled intellect and psionic
Ulithids in new colonies rarely have the time or in& eminence.
nation to splinter into the Creeds so common in more
established communities. The day-t&y con- of an
75
active mucous into newly forged inanimate objects,
devices, and even weapons. This method include

cuitry" of sorts,wherein a psychic impulse could be


stored and later activated by spedfic mental stimuli of a
sentient user. Once activated, a device fulfills its psychic
potential according to the instructionsstored in its inert
psionic pathways-usually powering itself from the
brain wave activity of the user it& '

label them geniuses), it probably doesn't come as a sur-


prise that they have produced a wide variety of techno-
logical marvels over the years. What is most interesting,
however, is the illithid penchant for budding psionicdy
empowered devices.

Whiie certainly not the o n l y interest of i l l i t h i d


engineers, psionically empowered devices are the
i l l i t h i d s ' answer t o the magically enchanted tools often
utilized by thrall races. What i l l i t h i d s lack
components, they more than make up for i n their a b i l i
t o produce vast quantities of psi-active mucous from
glands w i t h i n their own skin!
Psionic ltem
Distribution
Illithids do not normally possess
multiple psionic items. In fact, the
common illithid is lucky to possess
even one psionic item. Illithids of

power tend to possess at 1

or three. The Psionic


table is useful for dete
unique psionic items pos
mind flayers. The Uniqu

Psionic Item Descriptions


Many of the items described below
the hands of some member of the Crea
device is created, it is usually
item by following the mental
the cells of the elder brain.
Of course, illithids create nonpsionic ,the information contained
purely psionic manufacture. s on Table 61:Fields of

Brainmate
ugh its owners, so it can make a
are out of touch with the elder brain. To creatures used
to the constant susurration of the elder brain's thought,
knowledge, and uerceution, the loss of contact with the
V .

elder brain can be quite unsettling. Companies that


travel for long periods of time outside the reach of an
duce an answer. I
elder brain can rely on a transceiver (seebelow). mthids
Cephalometer
belonging to less-ambitiousforays are often forced to
stiffen their tentacles and bear the brunt of contact 1%- The cephalometer is a metallic, psionically empo
unless they are one of the fortunate few to own a ered device that directly measures the head sizes of
brainmate. thralls via two inwardly curved projections connected at
The brainmate appears as a 5-inch-diameter globe of one end; an illithid can open and close this end to vary-
translucent material, in which can be seen a miniature ing widths in order to encompass a head and find its
disembodied brain suspended in a languid, heavy fluid. size. In addition, this device measures the innate psionic
Illithids often wear this globe on a chainaround their potential of the head in question, as well as the chemical
neck while in use, or else they safely store it away within balance of a host of neurotransmittersand cranial hor-
a well-cushioned chest. mones important to iUithid nutrition. The
The brainmate is a result of one of the very few a t h i d pear on a small blank panel on one arm of the
forays into biomancy; ilbthids normally prefer to base cephalometer, using the distinctive striated lines of
their technology on distilled mucous essence and inani- qualith while the head remains in the calipers. Once the
mate materials, but they made an exception in this case. calipers are removed from the head, the striations sub-
A brainmate is simply a small bud from an elder brain, side back into the panel, leaving it blank once more.
77
Dampsuits not offer any protection against
Designed by the Ariser Creed for ing. Rather, reinforced metallic
illithid activity in dry, sunlit areas, plates and braces interwoven b
the dampsuit is a marvel of mind tween the suits layers offeren-
flayer ingenuity. Composed of slick hanced protection to the
black leather, the suit fits perfectly exoskeletons wearer-ving the
over the iUithid form. It even in- user a more structured, carapaced
cludes a skull cap that pulls down look, as well as an Armor Class of 1.
over an illithids head, yet leaves In addition to providing en-
room for its tentacles to protrude hanced protection, embedded
normally or furl comfortablyup psionic circuitry within the ex-
within a tentacle pouch. While oskeleton enhances the wearers
seamless on its exterior, the damp- Strength and Dexterity when fueled
suit contains several interior layers by PSPs. The Strength and Dexterity
that work in conjunction with nat- enhancement equals K the number
ural illithid skin mucous, storing d PSPs channeled into the suit on a
and preserving lifegiving moisture. ound-by-round bashalthough
While the integrity of the suit is ieither the wearers Strength nor its
maintained, frozen tundras and kxterity can inaease above 20 at
sweltering deserts are equally my time, regardless of the number
tractable by the protected illithid. >f PSPs placed into the suit.
Furthermore, an illithid does not For example, Susk the tamer,
need to drink while suited. Illithids wearing its exoskeleton, has a
wearing dampsuits and glaregog- Strength of 12 and a Dexterity of 10.
gles operate almost normally on the At the beginning of the melee
surface of a world-although the round, Susk channels 14 PSPs into
dampsuit does require at least 1 the exoskeleton for Strength and 14
pint of water per week to recharge 5 P s for Dexterity, adding a total of
its reservoir. Additionally, a n illithid 7 points to each stat (giving him a

(or other humanoid creature) re- 19 Strength and a 17 Dexterity) for 1


ceives -1 to its AC while wearing a vund of combat. If Susk wishes to
dampsuit. However, too many continue operating with heightened
slashes and cuts in the armor even- statistics, it must continue to chan-
tually destroy its integrity, render- iel PSPs into the exoskeleton each
ing the suit useless. Generally, and every round.
dampsuits must make item saving The exoskeleton can absorb up to
throws (as leather) against specific a maximum of 200 PSPs in a
attack types each time their wearers twenty-four-hour period. Once it I
sufferdamage from an attack. For ;urpassesthis level, its psionic cir-
example, a dampsuit saves vs. mi- shuts down for twenty-four
Crushing Blow when hit by weap- IOUIS in order to recover; no ability

ons, Electricity when hit by a light- ,oosts are possible until this refrac-
ningbolt, and so on. Once a ory period has elapsed.
dampsuit fails its item saving throw
five times, it becomes useless. laregoggles
Glaregoggles appear as a pair of
Exoskeleton tight-fitting black lenses complete
Based on the technology used in with side shields; Uithids use
the creation of a dampsuit, the ex- ather straps to secure these items
oskeleton is almost identical to that ugly around their heads. The
protective device. Unlike the damp- lenses filter visible light (light emit-
suit, however, the exoskeleton does ted by candles, torches, lanterns ^-
the sun), translating frequency and wavelength down-
ward such that only infrared light escapes from the
'ossible Effects ok
lenses' opposite side. Glaregoggles allow any creature 'ersond Psi& Sed

Psionic Seals
Illithids with access to the Imprint Psionic C i t r y
mental discipline (see Chapter 3 for more details) can in-
scribe psionic seals upon inanimate objects, portable ob-
jects, or upon living creatures (similar to tattoos).
Although psi-sensitive individuals may see these psionic
seals, they may not immediately understand their
significance
In essence, a psionic seal is a small bit of psionic cir-
cuitry incorporated into an object (or being) that was not
originally designed to possess it. Thus, psionic seals are
external to the object-although the object acts as an an ~~ ~~~~~~

I ~~ ~~~~~ ~ ~

chor to the seal. seal, depending upon its complexity. A list of standard
placements and effects for psionic seals appears on pagt
85.However, the list is by no means exhaustive.
Psionic seals can appear upon doors, passages, or othe
places, acting as guards against random intrusion. If a
creature passing through a sealed area does not speak th
p q e r deactivation code, the psionic seal subjects the in-
-1 terloper to 10d6 hit points of psionically generated pain
(% damage on a successful saving throw vs. death magic:.
i Generally speaking, immobile seals of this sort function
five times per day. After a twenty-four-hour refractory pe-
riod elapses, the psionic seal is once again fully recharged
and able to repel intruders.
Psionic seals can be placed on mobile objects-such a
the page of a book or the outside of a trunk or satchel.
Generally speaking, such seals psionically lock the item
from ~ t u r a l l opening.
y Only the proper command
word (or thought) temporarily disengages the seal so
that a book or container can be successfullyopened.
Note that such seals can also appear on doors, acting
much like the wizard lock spell.
Finally, an illithid can imprint a psionic seal upon the
flesh of a living being as a tattoo. Sometimes,mind flay-
ers brand such seals into thralls,allowing the illithids to
know the location, health, and mental state of any im-
printed slaves. Thralls branded in this way are also eas-
ily identifiable to other illithids as being of special
importance, as the use of a psionic seal on a thrall is a
great investiture of time.
an
Alternately, illithids might imprint a psionic seal upon
another of their kind. In these cases,the psionic circuitry
inherent to the seal generally possesses some stored ben-
eficial power upon which the branded illithid can call
upon once per day. These powers often resemble normal
psionic abilities germane to illithids. However, when ac-
tivated from a psionic seal, such powers do not drain
any PSPs from the illithid using the seal. The table below
gives a few additionalexamples of the benefits provided
by a psionic seal branded to another ueature. Note that
an individual can wear only two or three tattoos at a
single time before the subdermal extent of the psionic
circuitry inherent in each seal threatens to a o s s and
short circuit

Psychic Reservoir
This item appears as a small, malleable gobbet of
illithid mucous bound in a &membrane that hangs
from a neck chain.Illithids can store up to a maximum
of 50 PSPs within each -N&, which they can then
use at their discretion. Any time the reservoirs FSP total
drops below 50 PSPs, the item can be rrcharged.
Recharging a psychic reservoir requires one hours
worth of concentration and the application of personal
psionic poin-ne third of which are actually stored
within the pouch. For example, an illithid might channel
60 PSPs to the reservoir over an hours period, but o d y
20 of those FSPs remainin the item at theend of $hat
hour.

Developed by the combat-obssessed Tamer Creed, ttZe


iUithid psychic sword is based to some extent on the sil-
ver sword of their githyanki enemies. While a silver sword
has magical components, an illithid psychic sword
gains its power from embedded psi0
visibly glows throughout the blade
tient being the blade remains dark and-
used.
Illithids generally constructpsychic longswo&
though they do fashion other types of psychic weapons.
Like their magically enchanted counhpcts, psionic
weapons possess attack and damage bcmuses; these
bonuses function for all intents and purposes like magi-
cal bonuses. However, a weapons psychic bonus de-
pends upon the wielders Intelligence score, varying in
accordance with the strength of the wielders mind as
shown on the Illithid Psychic Sword table below. Wield-
ers of higher InteEpce can also catalyze cumulative
effects embedded in the psionic drcuitry of the blade. It
is likely that different blades have &t imp&&
Striator
.ts in. Once a mind flayer removes an extension, it
This device is a small implement cannot adivate that particular device for another 12
that at first glance appears like a p hours.
or quill. Closer inspection, however, E-
veals that the item possesses four small
metallic extensions at one end. The striator re-
mains inert until grasped. In the hands of a
- Voice Box
This psionidy empowered device
sentient being, thoughts are translated directly
to the pen tips, which in tum psionically
raise a four-level striation upon stiff parch-
A -A translates its wearers telepathic speech
into audible words of a preselected lan-
guage. Each voice box appears as a
mentor paper as the striator is moved
across the page from left to right. Even if A small, flattened block of dull metal,
usually hung upon a chain or pendant.
the being using the striator cannot read The small box normally contains one
illithid touch script, the striator still line of qualith identifying a single lan-
unerringly translates the thoughts of
the wielder into four-level logic read-
able by most illithids. c guage (it could be drowkh, common,
elvish, etc.); iUithids key the prese-
lected language into the voice box
during the fashioning of this item.
To use the voice box, an illithid
Tentacle Extensions wears it on a belt or around its neck
While unattached, tentacle exten- and toggles the box with a mental
sions (grouped in arrangements of command. From that point on, the
four or six) appear as damp cables item audibly verbalizes any mental
3 feet in length; these extensions speech directed at it; this transla-
often have razor sharp blades at- tion occurs at an average decibel
tached to one end. When an illithid level in the boxs preselected lan-
physically places the blunt end of guage. An illithid can mentally
an extension to its tentacle tip and change the volume of the voice box
spends 5 PSls, it psionically causes with another separate command or
the device to energize and graft to t e m p r d y deactivate it with a
the end of the illithids tentacle. L third mental command. The voice
Once grafted, the tentacle exten- box can speak quite loudly, but not
sion acts in many ways like the so loudly as to cause damage to lis-
wearers natural tentacles, albeit teners in an enclosed area.
with an additional 3 feet of length.
A small duct within the extension Unique Psionic ltems
also conveys an illithids natural
flesh-dissolving enzyme to the The followingis a listing of rare
bladed extension tip. psionic items used in some Illithid
A tentacle extension grants its communities.
wielder a +2 attack bonus (for ten-
tacle strikes only). In addition, an Elder Brain Transceiver
illithid utilizing such a device in-
flicts a total of ld4+4 points of dam- When a large group of illithids
age with each successful hit, and it know that they must operate au-
can still withdraw a victimsbrain if tonomously (withoutcontact with
four tentacles gain a foothold on the the elder brain of their community)
foes cranium.Tentacle extensions for long periods of time, they often
remain active as long as their wear- construct a transceiver that boosts
ers spend 5 PSPs every tum.How- thein telepathic range in order to
ever, illithids cannot wear tentacle maintaincontact with the elder brain.
extensions for more than two hours Elder brain tranxeivers are large
at a time before debilitatingfatigue 1 and nomobile, so they are built
only when out-of-touch illithids h o w ahead of time that chance to break away (with a successful bend bars/lift
their base of operations is unlikely to shift in the future. gates roll) else Ghost Anchor remains attached. While
The transceiver has a large egg-shaped main component, the psionicspear remainsin place, it neutralizes all
which stands on end to a height of at least 8 feet. The egg spell-like powers, spells, or psionic abilities of the
is hollow; anyone wishing to enter the device can do so pierced target.
through a portal on the side (or bottom, in some cases). The wielder now has two options: Tie off the silvery
Extending from the egg, tentaclelike cables provide a cord to an inanimate present location, or grasp the cord
base for the device before finally trailing off into the sides fully and pull the ethereal object-thereby anchoring the
of eight small wading pools (one tentacle-cableper pool) ethereal creature to the Prime Material Plane. Once this
that surround the object. The egg and its tentaclecables occurs, Ghost Anchor loses its attachment upon the for-
seem almost alive in their crusted, organic appearance. merly ethereal mature. However, the hapless creature
However, the transceiver is not a living creature. suffers severe disorientation, and it cannot use any men-
To operate the device, a single mind flayer occupies tal or magical powers for a full 10 rounds. In addition, a
disoriented creature cannot travel back to the Ethereal
the hollow egg, while eight other i l l i t h i d s enter each Plane during this time. Once an ethereal creature (such
wading pool and concentrate their telepathic ability up as a ghost) is brought into the solid world, it is often
much easier to deal with using mundane methods.
through the appendages and into the egg. The i l l i t h i d

inside the egg then channels the combined and Hazard (Unique Item)
amplified energies of the other mind flayers and sets up Hazard is the name given to a one-of-a-kind psychic
rapport with its own elder brain sword that possesses a few s p e d characteristics.The
weapon is a longsword and has all the abilities native to
a standard psychic sword-including full empowerment
Ghost Anchor (Unique Item) to wielders with Very High or better Intelligenceas
Using portions of the technology necessary to fashion well as the following abilities that function no matter the
a psychic blade, a long-dead illithid constructed a psy- wielders Intelligence score.
chic spear possessed of special powers that have yet to Ludc Once every twenty-four-hour-period of time,
be duplicated successfully.In time, the psychic spear the user can call upon the psychic power of Hazard to
gained the appellation Ghost Anchor due to its partic- manipulate chance and fate. The wielder can reroll a
ular capacities. failed saving throw, attack roll, or ability check (includ-
Ghost Anchor is a throwing spear and appears as a ing such skills as open doors, bend bardlift gates, hide
long shaft of transparent iron (called nephelium by the in shadows, etc.) and substitute the better of the two
duergar) that slowly tapers to a razor-sharp spearhead. rolls. However, the wielder cannot sidestep the universal
The blunt end of the spear trails a 75-foot length of balance sheets so easily.Before the creature can again
strong, silvery cord, which is amazingly strong despite make use of this power (twenty-four hours later), it must
its thin diameter. reroll a n important saving throw, attack roll, or ability
Against normal creatures, Ghost Anchor acts like an check (chosen by the DM) and use the poorest of the twe
average spear-though it does make item saving throws rolls.Note that the luck conferred by Hazard need not Ix
on the steel column with a +4 bonus. It is against ethe- related to the use of the psychic sword itself.
real creatures that Ghost Anchor is most efficaaous. The Unerring Strike: Once during a creaturespossession
wielder of Ghost Anchor is able to see all ethereal crea- of Hazard, it can choose to succeed at a saving throw, at-
tures within 60 feet while grasping the haft of the tack roll, or ability check automatically without recourse
glasslike weapon. The wielder can attack visualized to a roll. Once this power is used, Hazard remains m the
ethereal creatures with Ghost Anchor by casting the wielders possession for a maximumof 3 additional
spear. Such attacks are made against the ethereal m a - rounds, after which it vanishes to seek a new owner in the
ture with a +3 bonus, and all appropriate missile attack multiverse. Usually, Hazard psychoports itself to prime
bonuses due to the high Dexterity of the caster are also worlds where m a w may easily find it. Sometimes,
incorporated into the attack roll. though, it psychoports within crypts or dragon hoards,
A successful attack inflicts ld10+3hit points of dam- where it languishes for ages before finally being recovered
age upon the ethereal creature. More importantly, through luck. No power has yet proven suffiaent to
though, Ghost Anchor pierces and hooks the target pwent Hazard from divorcing itself from a wielder once
much like a harpoon. The creature so entangled has one that wielder has called u p t h e Unening St&e p w a
84
Nautiloids and unique features brought from cross-world trade (not
Illithid spelljamming vessels, also d e d nautiloids, to mention cross-world piracy-the nautiloids ram is
carry a cargo of up to 35 tons. Such ships normally boast not just for decoration).
crews of at least 35 illithids, 2-5 of which must occupy
the series helm to provide motive force for the craft. A
nautiloid is approximately 180 feet long and has the ap-
Series Spelljamming Helms
pearance of a massive snails shell, from which pro- Some communities of illithids are not bound to subter-
trudes a tapering bundle of tentacle-like spars that ranean depths; rather, these matures inhabit the dark
senres as a ram. spaces between worlds. Such mind &yes generally view
The coiled shell of the nautiloid (see diagram below) world-bound iUithid communities as rustic, but necessary
provides the comfortof enclosed spaces while at the to further illithid plans. Some world-bound illithids, on
same time providing protection against direct sunlight. the other hand, view their world-hopping relations as
However, the ship is not completely sealed against its rash matures, ungoverned by practical consideration
outer environment. A film of pressurized, heated, and Whatever the truth, the ability to travel between
breathable atmosphere coats the ship. This atmospheric worlds is imparted by a series spelljamminghelm (the
film allows illithid thralls (and illithids protected against term spelljammingis an archaic reference to magical ver-
possible sunglare)to move freely from interior to exte- sions of the illithid series helm).%- devices appear as
rior as their duties dictate. a series of linked seats with recesses for head, arms, legs,
Normally, only space-based iUithid communities have and feet. Series helms are solidly attached to a large ves-
docking facilities and shipyards for nautiloids. In some sel capable of carrying an illithid m w and cargo. When
cases, however, world-bound communities close to the illithids occupy every seat in a series helm, the creatures
surface may maintain a docking facility (accessible combined psychic power is drawn out by the device,
through long subterranean tunnels) at the tip of a partic- amplified, and precisely directed so as to provide
ularly large mountain. A community in contact with enough motive power for the vessel to rise up in the air
spelljamming illithids is sure to contain a host of strange and exit the atmospheric envelope of a planet!

I
i. .
I.

Quick Stdt Reference


1 - 4 - 4

Aream Illithid: AC 5; MV 12, Sw 12; HD 8t4; THACO


11; #AT 4; Drng 2 (see Tentacles under Anatomy in Chap- :
ter 1); SA mindblast, suggestion, charm person, charm
monster, ESe levitate, astralprojecfion, and planes
SD infravision; SW -10% to all hear noise checks: M
90%; SZ M (6' tall); ML Champion (15): Int Genius
(17-18); AL LE; XP 9,000.
Notes: S A d m n e illiimids can use their powers once per
round at Me 7th level of ability. An amne illiimid's mindblast af-
tant information about illithids and other creatures that fects a cone-shaped area M) feet long, 5 feet wide at its base,
figure prominently in illithid societ 20 feet wide at its far end. All creatures within the cone must

Stmdwd lllithids
Illithid: AC 5; MV 12, Sw 12; HD 8t4; THACO 11; #AT 4;
Drng 2 (see Chapter 1); SA psionic powers; SD infra-
vision; SW -10% to all hear noise checks; MR 90%; The ulitharid (noble mind 5yer) possesses stronger
SZ M (6' tall); ML Champion (15); Int Genius (17-18); tentacles thana normal illithid.Thus, an &harid only
AL LE; XP 7,000. needs to secure three tentacles on its victim to draw out
Psionics Summary: #AT 1, MTHACO IO; MAC 5; Lv 10;
PSPs ld100t250; Psionic Attacks ego whip (EW), id in- tentacle inflicts ld4 points of damage on a successful at-
sinuation (Il), mind blast (MB); Psionic Defenses All; tack. When at least one of the ditharid's tentacles holds
Psionic Disciplines control body, levitati a victim,each succeeding tentacle receives a cumulative
rium, probability travel, teleport, astral p +1bonus to its attack mlk (to a madmumof +5 for the
nation, awe, ESP, post-hypnotic suggestion , sixth tentacle attack).
intrusive taste link*. Ulitharid's possess the same complement of psionic
* Indicates a unique illithid psionic ability detailed in

Chapter 3 Psionic Abilities and Limitations for


Arcme lllithids details).
Arcane illithids concentrate their faculties to produce
spell-like powers. The abilities of Ulitharid: AC 3; MV 12, Sw 14; HD 11t8; THAC
posed to psionic mind flayers) are subject to
tive effects of dispel magic and
psionic powers may remain hampion (16); Int Supra-geniu
at the DMs option. Note that an arcane
blast is not a spell-like ability; it is more
dragon's breath weapon.
Dungeon Masters can easily substitu
powers listed under the arcane illithid?, ines As per standard illithids.
psionic abilities of any standard illithid
when running a nonpsionic
A1hoons
brain of creatures after the fashion of their living rel
tiveoalthough brute undead s h m g t h replaces the
of flesh-dissolvingenzymes. Even though cep

victims thoughts (25%) whil

a spell from a casters


scribe these spells into

4/3/3/2/1). Howeve

Dmg ld4; SA psionic powers, spells; SD in

affect undead4xcepting those detailed


Defenses below; MR 90% SZ M (6 tall)

sleep, hold, and charmrelated magic; they


harmed by holy water, protection from evil,
wrought iron, and silver weapons.
Psionics Summary: See standard illithid strength); #AT4; Dmg ld6t4; SA infra-
vision, regeneration, psionic
mind blast: SD immune to
non-magical weapons, poi-
son, disease, sleep, hold, and
charmrelated magic, un-
harmed by sunlight, cold-
Vampiric mind flayers wrought iron and silver
possess the abilities and pow- weapons; SW sunlight, holy
ers of both vampires and symbols, holy water; MR
illithids. Although of animal 90%; SZ M (6 tall): ML Fa-
intelligence, illithid vampires natic (17-18): Int Genius
retain the use of their mind (17-18): AL LE; XP 9,000.
blast psionic attack; they use
this power to stun their prey
before charging into melee. Notes: SD-Vampiric illithids
Each of an illithid vam- regenerate 3 hit points per
pires four tentacles can at- I
tack in one round, inflicting SW-Holy water and sunlight
ld6+4 points of damage per bums t p e creatures for ld6+4
successfulstrike and draining
two life energy levels per ten-
tacle from the victim. Every Mind blast only, as standard
round a tentacle retains its
grasp upon a victim, the crea-
Drdn Golem
Elder brains sometimesbud one to three brain golems. A cranium rat resembles a normal ra
Once they serve their purpose, ea small bulge of exposed brain tissue upon the crown of itB
to the elder brain. head. Individually, cranium rats are simple vermin, but
in packs these creatures possess a group mind, with
Brain Golem: AC 3; MV 6; HD 12; 60 hp; THACO 9; every five rats contributing 1point of Intelligence and 16
#AT 1; Dmg 2d12; SA psionic mind blast; SD spell immu- El's (that is, a pack of 10 rats has a single mind with ant
nities, t 2 or better weapons to hit; MR 70%; SZ L (8' tall, Intelligence of 2 and 20 PSPs). The following table gives.,
5' wide); ML Fearless (20); Int Low (5-7); AL LE; XP the psionic abilities gained through the presence of in-
10,000. creasing numbers of cranium rats (magical equivalents
Notes: Brain golems always strike at wizards first, and they appear below for those DMs not running a psionic cam-
have an innate ability to target the weakest character in a group. paign). Cranium rats gain
SA-The golem's mind blast affects evelyone within 60 feet; of the two columnsa i
affected creatures must make a saving throwvs. spell or suffer ~~

2d8 points of damage and become stunned for Id10 rounds.


Those who make their saving throw suffer only id8 points of dam I

age and lose their initiative in the next round.


SD-Brain golems are immune to poison and all mind-in-
fluencing spells (such as charms and illusions). They are also
immune to death magic.
Psionics Summary: Mind blast once per turg;.,59a-,7,
. .
PSPS.
Players Option: #AT 1; MTHACO IO; MAC 5

Grimlocks
Grimlocks have been subtly altered by centuries of
subterranean living: Their skin is thick, gray, and some-
times scaly; their hair is filthy and unkempt; their nails
are strong and clawlike; their eyes are blank orbs (grim-
locks are totally blind). Agrimlock's sense of hearing 6 Immune
and smell somewhat compensate for their loss of sight. 7 Immune
They can distinguish objects and creatures within 20 feet
just as well as if they were able to -though they are
still immune to spells that affect vision. Continuous loud
noise reduces their field of perception by 10 feet.

Grimlocks (20-200): AC 5; MV 12; HD 2; THACO 19; I


#AT 1; Dmg l d 6 or by weapon; SD ti on surprise rolls, I
make all saving throws as 6th-level fighters, immune to
vision-affecting spells; SW noise reduces vision and im-
L
pedes combat ability; SZ M (5% '-to 6' tall); ML Steady Rat packs also confer heightened defenses to their in-
(11); Int Average (8-10); AL NE; XP 175. dividual members. When calculating damage from area
Notes: For every 10 grimlocks encountered, a 3 HD leader affectingspells, *at the Hit Dice of a pack as a pool (
with an AC of 4 will be present; grimlock groups with over 40 8 HD fireball cast at a pack of 30 rats destroys 8 rats if
members take orders from a champion of 4 HD and AC 3. the pack fails its saving throw, and only 4 if the pack
SW-Continuous loud noise reduces grimlock vision to 10 makes its saving throw). In addition, cranium rats save
feet and causes them to fight with a -2 penalty to their attack as if they were matures of as many Hit Dice as their
rolls. pack's Intelligence (a rat whose pack has an
of 8 saves as a n 8 HD creature).
Certain stones tie cranium rats to a hidden mast
Those with the eyes to see report a n astrally puls
meen vein that ties every crani
" When enragea- or m oarde, Lugribossk
- calls upon tne
parently, cranium rats serve the illithid deity as its eyes power of its lord to grow and change to a more fearsome
and ears on a thousand planes. form; this change requires 1turn to complete. In this
form, its height reaches in excess of 30 feet, its tentacles
Cranium Rat (2d10): AC 6; MV 15; HD 1; THACO 19; grow at least as long, and the nails on its four-fingered
#AT 1; Dmg ld4; SA packs form group minds, psionics; hands and two-toed feet grow to menacing black claws.
SD packs save as if of HD equal to Intelligence of pack, In addition, its eyes glow like beacon-fires, and its
resistant to mental attacks; MR varies; SZ T (6" long); ML mauve skin leaves a suggestive trail of purple radiance
Unsteady (7); int varies; AL NE; XP 65 each. in the air to mark its passage. Finally, the enlarged
Notes: Reduce the overall Intelligence (and thus the available pmxy's tentacles continue to secrete flesh-dissolvingen-
powers) of each pack by 1 point every time a member of the zyme. However, the tentacles' extreme size renders them
pack dies. useless as implements of brain extraction. In fact, it
SD-Rats whose packs have an Intelligence of 5 or higher would be better to describe these fearsome tentacles as
are immune to sleep spells. Spells such as suggestion and acid-soaked battering rams.
charm monsteronly affect a single rat (though the rat still bene-
fits from the pack's saving throw), as the rest of the pack Lugribossk(changeling form): AC 0; MV 24;
quickly breaks its telepathic link to a controlled individual. HD20+20; hp160;THACO-l;#AT8; l d 1 0 + 6 ~ 6 / l d 1 2 ~(62
Psionics Summary: Varies tentacled2 claws); SA psionic powers; SD infravision;
Players Option: #AT 1; MTHACO 10: MAC 5 SW-10% to all hear noise checks: MR 90%; SZ G (30'
tall); ML Champion (15); Int Genius (18); AL LE; XP 16,000.
Psionics Summary: #AT 1; MTHACO 5; MAC 5:
Luqribossk Lv 20; PSPs 550; Psionic AHacks ego whip (EW), id in-
sinuation (II), mind blast (ME); Psionic Defenses All:
(hensine's Proxy) Psionic Disciplines control body, levitation, body equilib-
Ilsensine is far more apt to dispatch a proxy than an rium, probability travel, teleport, astral projection, domi-
avatar when the deity stirs from its brooamg dreams of nation, awe, ESP, post-hypnotic suggestion, taste link*,
domination. When nsensine does send a proxy to assist a collarxe time*, crisis of
particularly bold illithid plan of subjugation, that proxy breath', fatal attraction*,
is usually Lugribossk. and shards*.

I
Lugribossk has two forms. N o d y , it appears as * Indicates a unique illithid
an ulitharid (a 7-foot-tau, six-tentacled illithid). psionic ability detailed in
In this form it takes the role of an impor- Chapter 3.
tant Creedmaster from a distant
iUithid city, arriving to con- "7
sult on an important
matter (use the statis-
tics of a stan-
dard ulitharid
while the
proxy uses
this incama-
.

A,
L

Elder Drain
CLLMAWTERRAIN: Subterranean
FREQUENCY: Very rare
ORGANIZATION solitary
ACTIVlTY CYCLE h Y
DIET: Psychic energy
INTELLIGENCE Supra-genius (20)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING 1
ARMOR CLASS 10
MOVEMENT: Nil
HIT DICE: 20
THACO: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK Nil
SPECIALATTACKS: Bud brain golem, psionics
SPECIALDEFENSES Nil
MAGIC RESISTANCE 90%
SIZE H (10 diameter on prime)
MORALE:
XP VALUE:
Fearless (20)
13,000

The elder brain is a huge, fibrous mass of c o w a n t


-- I 1
L
cannot exert any external psychic influence or ability be- brain loses its anchor to the prime and becomes trapped
yond communication. on the Astral Plane-a rogue creature without ties to its
An elder brain only resorts to budding when its communiv. It is uncertain what becomes of a rogue
psionic abilities prove i n a d e q u a m infrequent ocm- elder brain; however, illithid communities that lose their
rence at best-as its psionic arsenals contain the com- elder brain swiftly fall apart.
bined psionic knowledge of possibly hundreds of
contributing illithid minds. The elder brain can use its Habitat/Soaety: The elder brain is the center of its
psionic abilities at twice normal range. illithid community, serving as an advisor and, most im-
An aggressor able to withstand the psionic fury of an portantly, the living repository of the communitys tech-
elder brain must still overcome a physical obstacle in nology, history, and psionic expertise. It is the right and
order to engage in melee with the mature. Since an obligation of every illithid to merge with the elder brain
elder brain is approximately 10 feet in diameter and after death-living in exalted mentality while guiding
floats 10 feet below the surface of its pool (a 3Qfoot-wide and shepherding its erstwhile community.While most
by 30-foot-deep basin), attackers must first enter the illithidsbelieve that their personality will survive the
creatures watery domain (incurringunderwater combat transition, individual egos are suborned to the gestalt
modifiers) before engaging in melee. Normal missile at- consciousness suffusing the tissue mass.
tacks (fired from the surface into the water) will not
reach the submerged elder brain-though most spell at- Ecology: An elder brain preys upon the thousands of
tacks function normally, provided the brain is within the tadpoles that share its pool; it extracts the pre-sentient
casters line of site and the spell in question does not psionic complexusfrom each tadpole to fuel its own ex-
change effects when cast into water. istence. Despite the gradual addition of tadpole life force
If death is imminent, an elder brain relinquishes its and the mass of new illithid brains, the size of an elder
hold on the Prime Material Plane and withdraws com- brain never swells beyond a 10-foot-diameter. It shunts
pletely into the Astral Plane, where the bulk of its mass any excess mass directly into a psionically maintained
resides. Once it transports itself in this way, an elder node on the Astral Plane.

.i.
Urophions
CLIMATE/TERRAIN: Subterranean
FREQUENCY Rare
ORGANIZATION solitarv
ACTIVITY CYCLE
DIET Brains 4
INTELLIGENCE
TREASURE:
ALIGNMENT:
Genius (17-18)
Nil
Lawful evil
1
'I
NO. APPEARING: 1-3
ARMOR CLASS: 0
MOVEMENT 3
HIT DICE 12
THACO 9
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 56
SPECIAL AlTACKS: Tendrils, psionics
SPECIAL DEFENSES Ignore lighmg, H damage from
cold
SPECIAL WEAKNESS 4penalty to saves vs. fire
MAGIC RESISTANCE 45%
SIZE: L (9' tau)
~ MORALE Fearless (20)
XP VALUE: 9,M)O

From a distance, a urophion resembles a rocky outcropping 9


feet tall and 3 feet in diameter at its base, narrowing to 1 foot in
diameter at its apex. Upon closer examination, a n individual
can see that the corded ridges of water-sculpted rock girding
the outcropping are actually thick tentaclelike tendrils tightly
clinging to the purplish-gray pillax
When roused, the mature opens a single milky eye near its
top and displays a horrible, circular maw that resembles a lam- A urophion can also use its tcndrils to melee at a distance
prey's mouth. In seconds, six extensive tendrils loose their while its bndy remains shroudcd in darhess. Each successf
camouflaged grip with thrashing fury; each of these tendrils is tendril attack inflicts ld4+2 hit points of damage as it grasp
located equidistantly about the circular mouth. the target; victims can remove a tendril with a succtssful be
Because a moohion adivelv , adiusts
, its bodv temwrature to bm/lift rates roll. When at least one tendnl holds a victim.
that of its siurouAdings, it is almost undetectak bistandard e a c h s u c c h i n g tendnl attack roll a c m e s a cumulative -1
infraviiion. Advenbwrs with infravision still suffer the standard bonus (to a maximum of 4 5 for the last attack). Once the
4attack NII modifier when battling this r x a W in darkness. uriphion attache four tendrils to the victim, it sufficiently im-
mubilizes the target and draw out his brain in the next round.
Combat: A urophion's body is malleable, and it has strong ten- The creatum immediately brings the dripping brain to i t s
drik that allow it to stand upright. In t h i s way, the creature can mouth and cals the morsel while the remaining tendrils con-
stand upright to resemble a stalagmite, Lie pnme to resemble a tinue to melee with the victim's companions.
boulder, or even hang from the ceiling to nwmblr a stalactite. Fach uriphion tendril is AC 0 and can withstand up to 6 hit
lhiis. a iuophion's oppnnents suffer a -2 penalty to surprise. points of damage from a single shike with an edged weapon.
A iuophion's initial attack is d psionic mind blast affecting a Note that damage from attacks llirertcd solely at its tentacle
cone-shaped area 5 feet wide d t its origln, M) feet long, and 20 affect only the uriphions tutal hit points
feer wide at 115cxtremr end. II the creature surrcrds with its A uriphion's body and tentacles are quite tough. Both of
p i o n i c 3tiack. it mubilizcs aU six G>fits tendrils (which can thesc arcas are immune to electrical attacks and suffer only half
reach up to 50 feet),drawing out the stunned victim's brain damage from cold-based attacks. Uriphions do, however, sc'
m d killing him in one round. fer a 4penalty to their saving thmws vs. fire. Finally,
w p h i o n s pusses infravision akin to illithids
A umphion alw p o s ?other ~ ~psionir
~ powers, although t
have not developed them hi the degrec of t h e illithid cousins

Habi(at/Sodety: An illithid creation (see"Ecology" below),


possesses psionic abilities akin to the mind flayer,
appearance and immobile form consign it to a s
9 3p/8 EW,II. MB/AII =In1 position. Thus, mos1 urophiuns find themxlves
Players Option: #AT 1: MTHACO 11; MAC 5 working as mere guards for most uf their lives, pruteding o
Psychokinesis-Oevolions: control body, levital lymg regions under illithid control.
Ecology: Uithids sometimes attempt tadpole implantation i
Telepathy--Sciences: domin nonhumanoids to m a t e flayer-kin with enhanced and nuvc
nypnoiic suggestion, taste link. abilities. A urophjon is the mult of such a hybrid between i
illithid and suhtwranenan mner.
neotheZid
CLIMATE/TEFXAIN:
FREQUENCY
ORGANIZATION
ACTNITY CYCLE
DIET:
Subterranean
Very rare (possibly unique
solitary
AnV
Bra&
e---
L
INTELLIGENCE
TREASURE.
ALIGNMENT:
NO. APPEARING
ARMOR CLASS
Genius (17-18)
Nil
Lawful evil
1
0
1
MOVEMENT: 9
HIT DICE 16
THACO 5
NO. OF ATTACKS: 1(bite) or 4 (tentacles)
DAMAGE/ATTACK . ,
6d6 or 3d6 (x41
SPECIAL ATTACKS: Breath weapon, psionics
SPECIAL DEFENSES Nil
SPECIALWEAKNESS: Nil
MAGIC RESISTANCE 45%
SUE G (120' tall)
MORALE Fearless ('20)
Xl' VALUE 20,000

A slime-covered worm of dragonlike proportions, a neothelid


leaves a poison trail of mucous in its wake. It brings its prey
down with flesh-cormding exhalations that dissolve all but the
fatty brain, a n essential component of its diet. An adult reaches
10 feet in diameter, but its wormlike body gmws longer
throughout its existence-reaching lengths in excess of 120 feet.
Four 20-foot-long tentacles sprout from a n adult's eyeless
"face," thrashing around a circular maw large enough to wal- Any prey that survives a breath weapon attack must face
low man-sized prey whole. Dangerous psionic talents round the neothelid's impressive physical arsenal. An attacking
out what may be the underdark's most fearsome predator. neuthelid coils and sbikes with its gargantuan body from suffi-
Its mauve colorationhas caused some to mistake neothelids ciently large subterranean cavern-much like a surface
for purple worms at a distance;thanlduly,both c r e a m am rare. python. If its attack is succ~~sful, the crealun'bites for 6d6
A neothelid senses its world via innate telepathy with a radius points of damage or flails with its four 20-foot-long tentacles
of 360 feet. Within this radius, the neothelid is a w m of all nom for 3d6 points of damage each. If a neothelid nwds to, it will
psionicdy shielded sentient beings and can communicate with brings its psionic abilities to bear on its victims.
intelligent c r e a m via telepathy-iwn through solid rock. Anwthelid'sbody glistens with poisonous mucous; a slime
trail marks its passage. Those who come in contact with the
Combat: When a neothelid comers its prey, it first resorts to its mucous murt make a surmsful saving thmw vs. puison or face
flesh-dissolving breath weapon. Tliz weapon is not an add, but death in Idlo turns (mind tlayers are immune to this pnLwn).
rather an enzyme that liquefies most organic tissue. Aneothelid
can use its breath weapon twice per day, affecting a cone- HabitaUSocieW In the remarkably rareevent that mind flayer
shaped area 5 feet wide at its origin, 60 feet in length, and 20 tadpoles devclup in the abumcc of ihthid adults, a small num-
feet wide at its extreme edge. Living ma- caught in the ber survive long enough on their own to develop into neothe
blast take 12d12+6 points of damage (successful saving thmws lids. These creatures indiscriminately hunt any illithids they
vs. breath weapon reduce damage by half) as their flesh sloughs may chance upon. nlithids, in turn, mpond to the news of
away. Any creature killed by the breath weapon completely nmthelid emergence with utter disgust, and they quickly orga-
melts, save for its dotlung, possffsions, and exposed brain nize hunting parties to exterminate the abominations.

Ecology: An illithid tadpole that fails to undergo ceremorpho-


sis gradually gmws into a neothelid--assuming it survives its
Psionics Summary: first 100 years as a mindless slug eking out a living on subter-
raneanvermin. Once a tadpole is powerful enough to be called
Level Dis/sEiev Att/l)sl score a neuthelid (triggered by the eating of its first sentient brain), it
9 4/2/8 DN,lI,MWAll =Inl i d becomes a terrible dancer, hunting all other living creatures
Players Optlea: #AT 1; MTHACO 11; MAC 5
f%ychkksk-Oevotim: conlrol body, telekinesis.
(including illithids) wih an insaGble, insane h&ger.
Unlike some other large predators of the undedarkneothe-
lids a n unable to burmw throughsolid lock, fordng them to
mE
hunt ~ t ~ ~ aorlpr?vioudy
l v delved tunnels and caverns. When a
subterrineaiecosystem is exhausted,neothelids may move
to "greener"tunnels via theirpsychoportive abilities.
The existence of the neuthelids engenders a host of unan-
swered questions regarding the actual ~ t u rand r true origin of
illithi- mystery even to the illithids themselves.

95
Gohlbrom fight in a highly organized
Gohlbrorn manner; they concentrate their attacks on
spellcastersbefore engagingother enemies.
CLIMATE /TERRAIN: SubterraneanLJnddark
FREQUENCY Rare
ORGANIZATION Grouu
ACTIVITY CYCLE: h Y '
DIET: Camivorous Their favorite
INTELLIGENCE Average (8-10)
TREASURE: Nil L
ALIGNMENT: Lawful Evil
NO. APPEARING: 3 4 (ld4+2)
ARMOR CLASS: 3
MOVEMENT: 9, Burrow 18
HIT DICE
~~~~ ~
5
THACO 15
NO. ATTACKS: 2 + Suecial
I)AMACE/KITACK 2d6lidh and special In addition to
SPECLAL AlTACKS. Launch stones these awesome at-
SPECIAL DEFENSES Natural Coloration tacks,gohlbrom
MAGIC RESISTANCE Nil
SIZE: M (5'-7' long, 5' high
MORALE Elite (13-14)
XP VALUE: 975 (ld8+1) points of damage. The matures store these rocks as
they burrow through the earth; each goNbrom has 2-8 (2d4)
The gohlbrom, a relative of the fearsome bdette, hunts available stones.
throughout the cavem complexes of the underdark. The A school of goNbrom rarely stands its ground in a losing
gohlbrom shares its cousinis bullet shape and thickly armored battle; the school quickly flees if overwhelmed. These intelli-,
body, though it is considerably smaller and more intelligent gent plwlators have long memories, however, and it is not IIB
than a bulette. common to see them flee a baffle, only to return with greater
The creatureis hindquarters range from dark blue to deep numbers.
brown; its head, which takes up a considerable poaion of its
body, is a dark gray. The thick d e s and plates of the Habitatlsoeiety:GoNbrom wander throughout the almost
gohlbrom reflect the color of the surrounding stone and rock. limitlessexpanse of the underdark, thoughthey prefer to hunt
This coloration allows it to blend in with its surroundings.It is around large populations of easy prey (such as grimlocks,
indistinguishable from natural stone 45% of the time. quaggoth, and the like). They fearthe illithid, who often use
The goNbrom possesses an inner eyelid that filtersall hght gohlbrom in their communities, and find the svirfneblin, and
brighter than candlelight. This nictitating lid protects the aea- their illusim, far too bothersome to hunt.
ture from the blinding effectsof light spells and is an invalu- Although gohlbmm have highly structured hunting groups
able aid when it hunts dose to the surface world. with the strongest aaing as leader, they rarely set up perma-
Gohlbrom have their o w n complicated language that nent lairs.Mated pairs set up temporaq lairs to shelter ld6
sounds like distant rumbling to the untrained ear. It is not eggs. The creatures defend their eggs to the death, although
known whether these predators can q r o d u c e the speech of the p m t s abandon theirhatchhgs soon after the young
other creatures; it is likely, however, that they can learn and un- emerge from their shells. ..
derstand other languages besides their own.

Combat: Gohlbrom are extremely cunning fighters. A schoal of


these predators often uses its natural coloring to observe its
prey before attacking; gohlbmm do not attack obviously pow- tively hunt for about
erful prey unless they believe the odds to be in their favor.
Whenever possible, they tunnel ahead of their intended
victims and lie in ambush just below the surface
of the cavem walls,ceilings, and floors.
When their prey reach the ambush site,
the gohlbrom spring out from their
tunnels, forang all opponents
to suffer a 13penalty on
themselves.
Gohlbrom eat just about any sort of prey. Drow, however,
seem to be a much-sought-after food.

96
I YI
NVR

0.
0. c
r
I
n bc

.Box 707
4 98057-0705
-206-624-8932

$stet-ed trademark
Made iii the U.S.!

S-ar putea să vă placă și