Mind Flayers, Psionic, MoFS (3.5e Race)

Mind Flayer, Psionic

Otherwise known as psi-lithids, these creatures are amazingly intelligent.

Personality

Mind Flayers are extremely intelligent, but often scheme and connive to gain power for themselves, even within a society of other Mind Flayers. In cities of Mind Flayers, plotting is often the main form of entertainment and the only way to stay on top of the game. These mind flayers are exceptionally evil, conniving, and haughty because of their uncommon and unique nature.

Physical Description

Mind Flayers are slight, having a tall but thin build and possessing less strength and constitution than might be expected for their size. While frail, they have tough, leathery hides and bulbous eyes above their four tentacles and bloated heads which contain highly developed brains.

Relations

Mind Flayers are suspicious of everyone, making everyone suspicious of them. Plotting against others, especially others of another race, as a precaution is not uncommon.

Alignment

Mind Flayers are almost always evil and very often lawful, understanding the need for structure in life and society, but often being selfish and ambitious.

Lands

Mind Flayers live in the underground, known as the Xonne, or in secluded regions devoid of most other life.

Religion

Mind Flayers, if they worship which is uncommon, often worship Kryos, O'Rakka, or gods of evil.

Language

Mind Flayers speak Liddith, and usually learn Xonnan and Maesk

Names

Because of their peculiar reproduction, which is done by "infecting" an already living humanoid, their names are often derived from or include their previous names from when they were humanoid.

Racial Traits

  • 6 Strength, 6 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma: Though frail, mind flayers are exceptionally intelligent, perceptive, and charismatic creatures.
  • Aberration: These Mind flayers possess an alien anatomy and a psionic gene that makes them more powerful manifesters.
  • Medium size
  • Mind Flayer base land speed is 30 feet.
  • Darkvision 60 feet.
  • Natural Weapons: 4 tentacles (1d4)
  • Improved Grapple (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mind flayer begins its turn with at least one tentacle attached, it can try ot attach its remaining tentacle with a single grapple check. The opponent can escape with a single successful grapple check or Esacpe Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacles that was attached at the beginning of the opponent's turn.
  • Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.
  • Favored Class: Psion.
  • Level Adjustment: -

Scaling

At 1 HD: All racial traits shown. +3 Natural Armor

At 5 HD: Extract (Ex): A mind flayer that gains its turn with all four tentacles attached and that makes a successful grapple check extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plant, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

At 8 HD: Mind Blast (Ps): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC (14 + Charisma modifier) Will save or be stunned for 3d4 rounds.

At 10 HD: +4 Racial bonus to Intelligence, Wisdom, and Charisma.

At 13 HD: +4 Racial bonus to Dexterity.

At 15 HD: Psionics (Ps): At willpsionic charm (DC 14 + Charisma modifier), read thoughts (DC 12 + Charisma modifier), psionic levitate, psionic plane shift, psionic suggestion (DC 13 + Charisma modifier). Effective caster level is equal to class levels.

At 20 HD: Power resistance equal to 25 + class levels, telepathy 100 ft.

Vital Statistics

Table: Mind Flayer Random Starting Ages
AdulthoodSimpleModerateComplex
18 years+2d6+4d6+5d8
Table: Mind Flayer Aging Effects
Middle Age1Old2Venerable3Maximum Age
40 years65 years100 years+2d10 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Mind Flayer Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male6' 2"+2d8110 lb.× (1d6) lb.
Female6' 0"+2d6105 lb.× (1d4) lb.



Back to Main Page 3.5e Homebrew Races

gollark: I vote it be called `hell` (Haskell shELL).
gollark: We need a shell with haskellulous syntax.
gollark: They're still evil.
gollark: Haskell is clearly ***evil***:```haskellunsafeCoerceunsafePerformIOundefinederrorunsafeLaunchMissilesunsafeCreateSkynet```
gollark: ```To be fair, when Obi-wan asked Han if the Falcon was a fast ship, he wasn't interested in how well it would perform in a drag race. He was interested in getting to Alderaan quickly because he had an urgent message to deliver. The Kessel Run being made in 12 parsecs demonstrates that the Falcon is capable of shaving off a significant amount of distance (and therefore, more than likely, time) travelled in Hyperspace, which was exactly what Obi-wan and Luke needed at the time.```
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.