Until the end of your next turn, the creature is restrained in your telekinetic grip. Spells Known of 1st-Level and Higher. You start with the following equipment, in addition to the equipment granted by your background: Choose one of the Mind flayer Archetypes. This way, you have a ready-made 5e mechanism working for you. Roll 5d8; the total is how many hit points of creatures this spell can affect. Skills: Choose three from Arcana, Deception, Insight, Perception, Persuasion and Stealth. Like physical extensions of the illithid’s thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. Age. A psionic talent requires no psi points. Levitate (3 psi). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. After that many years, you and the mind flayer lay another clutch, allowing each of you to use this feature again. They are stronger but not as intelligent as underworld mind flayers, and have variegated skin tones that help them blend into their surroundings. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. They grow to become stronger and more spiteful mind flayers known as ulitharids. This spell sends creatures into a magical slumber. Evocation Cantrip Range: 300 feet You can spend extra psi points to cast it at 6th-level (2 psi points), 7th-level (3 psi points) or 8th-level (4 psi points). If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). Your body becomes blurred, shifting and wavering to all who can see you. Camouflaged Skin. The ritual fails if one of the alhoons is not able to attune to the periapt, and if an alhoon loses their attunement to the periapt they cannot subsequently attune to it again. As an action, you cast levitate as a 2nd-level spell without requiring components. Malnourished mindflayers die after four months of brain deprivation. The creature doesn’t move or take actions this turn. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Mind flayers, also called illithids, are powerful humanoids with tentacled faces who possess horrifying mental powers with which they dominate or destroy others. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Ability Score Increase. Each creature in the line must make a Dexterity saving throw. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. Range: Self (100-foot line) Your maximum Intelligence score is now 24. Suggestion (6 psi). The mind flayer has the following wizard spells prepared: Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp, 1st level (4 slots): detect magic, disguise self, shield, sleep, 2nd level (3 slots): blur, invisibility, ray of enfeeblement, 3rd level (3 slots): clairvoyance, lightning bolt, sending, 4th level (3 slots): confusion, hallucinatory terrain, 5th level (2 slots): telekinesis, wall of force, Abjuration Cantrip An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. The creature doesn’t take an action this turn. They prefer to avoid using their psionic powers. Squid-Faced Brain Munchers The Illithids are called “mind flayers” by the people of the surface, “mind rulers” by the rightfully fearful denizens of the underdark, and “squidly diddlys” by me, because I think it’s funny. When you finish the short rest or long rest, you gain 1 temporary hit point for every 2 unused psi point you had. The creature uses its action to make a melee attack against a randomly determined creature within its reach. Range: 120 feet While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. The periapt then requires the sacrifice of three souls from living humanoid victims in a three-day long ritual of spellcasting and psionic communion. Solitary mind fiayers are likely rogues and outcasts. You can use your action to take total and precise control of the target. Tentacles. Duration: Concentration, up to 10 minutes. Casting Time: 1 action Components: V, S The mind flayer magically emits psychic energy in a 60-foot cone. You can communicate telepathically with creatures within 120 feet that knows a language.Lesser Magic Resistance. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. There is a limit on the number of psi points you can spend to activate a psionic discipline. At 18th level, when you make a tentacle attack against a creature that is Medium or smaller, you may force them to make a Strength saving throw. The process begins with a 1 hour ritual during which the thrall is killed and its brain removed. Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) 2nd-level Transmutation I fled before I could be executed. You extend your hand and trace a sigil of warding in the air. The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. Tiny. 3rd-level Evocation Duration: 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. When doing so, it takes a few mindflayers with it and seeks to establish a new colony in a distant location from the original. As an action, you cast feeblemind as an 8th-level spell without requiring components. You do not choose a separate race and class. An illithid resembles a human in basic body structure, but taller and much more slender. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. 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