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Pathfinder kingmaker mind flayer

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(September 2013) (Learn how and when to delete this template message) (Learn how and when to delete this template message) IllithidFirst appearanceThe Strategic Review #1, Spring 1975InformationTypeAberrationAlignmentAlmost always Legal Evil In the Dungeons & Dragons fantasy role-playing game, (commonly known as mind flayers) are monstrous humanoid abnormalities with psionic powers. In a typical Dungeons & Dragons campaign environment, they live in the damp caves and towns of the huge Underdark. Illithids believe themselves to be the dominant species of multiverse and use other intelligent creatures like thralls, slaves and chatter. Illithids are well known for making thralls of other intelligent creatures, as well as feasting on their brains. Licensing The illithid is considered Product Identity by and as such is not released under its Open Game License. [1] Publication history Mind flayers were created by Gary Gygax, who has said that one of his inspirations for them was the re-enactment of the Titus Crow book The Burrowers Beneath by Brian Lumley. [2] Tim Kirk's cover art on the book, then in his first printing house, depicted only the tentacles of the titular Burrowers, the Chthonians. [3] Dungeons & Dragons (1974–1976) Mind flayers first appeared in the official newsletter of TSR Games, The Strategic Review #1, Spring 1975. Here, the mind flayer is described as a super-intelligent, artificial creature with four tentacles at its mouth that it uses to beat its prey. When it hits prey with a tentacle, the tentacle penetrates into the brain and pulls it out, allowing the monster to devour it. A mind flayer large weapon is given like Mind Blast, a 5-foot radius wave of PSI force that affects each opponent in different ways based on how intelligent it is; possible effects include permanent mindedness, rage, confusion, coma, and death. [4] They were also part of the Eldritch Wizardry supplement,[5][6] for the original (white box) Dungeons & Dragons game (1976), in which they are described as superintelligent, male-shaped creatures of great (and legal) evil, with tentacles penetrating the brain and pulling it out mat. Advanced Dungeons & 1st edition (1977–1988) The mind flayer appears in the first edition (1977). [7] Roger E. Moore authored The Ecology of the Mind Flayer, which appeared in Dragon #78 (October 1983). [8] The article The Sunset World by Stephen Inniss in Dragon #150 (October 1989) presented a world that had been ravaged entirely by sensory flakes. The Dragon's Bestiary column, in the same issue and by the same author, described illithidae, the strange inhabitants of this world. Advanced Dungeons & Dragons 2nd edition (1989–1999) The mind flayer first appears in Monstrous Compendium Volume One (1989),[9] and is reprinted in Monstrous Manual (1993). [10] The ulitharid, or noble illithid, was introduced in the Dungeon adventure Thunder Under Needlespire by James Jacobs in Dungeon #24 (July/August 1990), and later included in monstrous kompendium Annual One (1994). The complete Psionics manual (1991) presented ways on using the mind flayers with psionic superiority. [11] Alhoon, also known as illithilich or mind flayer lich, was introduced in the Menzoberranzan-boxed set, in the booklet Book One: The City (1992). The book The Illithiad (1998),[12] and the Monstrous Arcana module series that accompanies it, greatly develops the mind flayer further. Illithiad introduced the illithid older brain and illithid-roper junction, urofion. The Dawn of the Overmind module contained an original story for the Illithids. [13] Dungeons & Dragons 3.0 edition (2000–2002) The mind flayer appears in the Monster Manual for this release (2000). [14] Savage Species (2003) added the mind flayer race class, allowing Mind Flayers to be played from level 1 onwards until they reached parity with normal Mind Flayers, and added the prestige class Illithid Savant. [15] Dungeons & Dragons 3.5 edition (2003–2007) The mind flayer (Illithid Savant) appears in the revised Monster Manual for this edition (2003), in both playable and non-playable forms. One of the differences between the playable Mind Flayer in the Monster Manual and Mind Flayer race class in Savage Species is that the race class has only itself as a favored class, while the normal Mind Flayer has the guide as a favored class. The mind flayer got its own chapter in the book Lords of Madness: The Book of Aberrations (2005). [16] The Expanded Psionics Handbook (2004) re-introduced the psionic mind flayer, describing the differences between psionic and normal mind flayers, although creating a Psionic mind Flayer still requires the information from the monster manual. [17] Monster Manual V (2007) introduced the concept of thoon, a driving force (be it some alien god, outside philosophy, or other driving incentives) that has changed several mindflayers's world prospects. Dungeons & Dragons 4th Edition (2008–2014) The mind flayer is included in the Monster Manual for this edition (2008). [18] Dungeons Dragons 5th edition (2014–present) The mind flayer appears in the Monster Manual for this release (2014). [19] Typical physical characteristics of Illithids have a humanoid body with an octopus-like head. They have four tentacles around a lamprey-like mouth, and require brains of sentient beings as part of their diet. An illithid who snares a living creature in all four of its tentacles can extract and devour his living brain. Their eyes are pale white, and they can look just fine in both darkness and light. Their sense of hearing is slightly poorer than that of a man; they have difficulty distinguishing between multiple sounds mixed together, yet they are good at discerning from which direction the sound came from. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. They hate sunlight, even if it doesn't actually hurt them. One of their most feared powers is the dreaded Mind Blast, where the ire emit a cone-shaped Psionic shockwave with their mind to incapacitate any creature for a short time. Illithids also have other psionic powers, generally telepathic in nature, although their exact effects have varied across editions. Other forces include a defensive psionic shield and powers of psionic dominance to control other people's minds. Biology illithids are hermaphrodite creatures that each spawn a lot of larvae two or three times in their lives. The larvae resemble miniature illithid heads or four-tentacled tadpoles. Larvae are left to develop in the pool of elder brain. Those who survive after 10 years are inserted into the brainof a sapient creature. Hosts are determined in a very specific way. Hosts in general are humanoid creatures that are between 5 feet 4 inches and 6 feet 2 inches. The most desirable of races for hosts are People, Drow, Elves, Githzerai, Githyanki, Grimlocks, Gnolls, Goblinoids, and Orcs. When the larva is implanted (through the ear canal) grows and consumes the larva host's brain, absorbs the host's physical shape completely and becomes sapient itself, a physically mature (but mentally young) Illithid. This process is called ceremorphosis. Illithids often experiment with non-humanoid hosts, but ceremorphosis involving other creatures usually fails, killing both host and caterpillar. The transformation between values (almost always a human or similar humanoid, such as an elf or dwarf) takes about a week, if not detected and removed within about thirty minutes of injection into the incapacitated host. When an Illithid undergoes ceremorphosis, it can sometimes take on certain parts of the absorbed host creature's former mind, such as mannerisms. This usually manifests itself as a minor personality function, such as a nervous habit or reaction (e.g. nail-biting or tapping a foot), even if the process that determines the type and number properties so inherited seem to be stochastic. Some adult Illithids have even been known to hum a song that its host knew in life. Usually, when a mind flayer inherits a trait like this, it keeps it a closely guarded secret, because, its peers were learning from it, the illiders in question would likely be killed. This is due to an Illithid legend about a creature called Adversary. Legend has it that, eventually, an Illithid larva undergoing ceremorphosis will take on the host's personality and memory in its entirety. This adversary, mind and soul, would still be values, but with all the inherent abilities of an Illithid. Sometimes ceremorphosis can partially fail. Sometimes the larva does not contain enough chemicals to complete the process, sometimes there is psionic interference. Whatever the reason, it has happened that ceremorphosis has ceased after the internal restructuring, resulting in a human body with an Illithid brain, personality and gastrointestinal tract. These unfortunates still have to consume brains, usually by cutting open heads (because they lack the necessary tentacles). These creatures are often used as spies, where they easily blend in with their respective host types. The Illithid community also maintains a longstanding taboo related to abnormalities or failures of the ceremorphosis process and hunt and destroy such exceptions. Sometimes mind flayer societies are attacked (often by vengeful Githyanki and Githzerai) and their inhabitants must flee. This leaves the larvae unattended. Deprived of external nutrition, they begin to consume each other. The survivor will eventually leave the pool in search of food (brains). This unmorphed larvae are known as Neothelids. If Neothelid consumes an intelligent creature it will awaken to sapience and psionic abilities and grow to enormous size, while maintaining its memories of wild survival. In Complete Psionic, it was revealed that Illithids have a gap between the larva and neothelid called larva-flayer, which looks like an overgrown tadpole. The existence of these animals is a guarded secret among the illiders, and it is considered impolite to talk about them. Variants Alhoon Alhoons (also called illithiliches) are illithids who choose to focus on developing arcane abilities beyond their psionic, and have grown powerful enough in magic to become undead liches. Alhoons are generally parias in the illithid community because they go against most illithids' ultimate goals; to merge with the Elder brain, both physically and psionically. Alhoons, on the other hand, are more concerned about their own personal survival. Once discovered near the illithid communities of Alhoons are mercilessly hunted. [16] The alhoon was first shown in the second edition AD&D for the Forgotten Realms setting in the Menzoberranzan boxed set, in the booklet Book One: The City (1992),[20] and reprinted in Compendium annual volume three (1996). [21] The creature was further detailed in the addition Illithiad (1998). [22] Alhoon also appeared in the third edition of Monsters of Faerûn (2001)[23] and Lords of Madness (2005). [16] Ulitharid Ulitharids is created from tadpoles much like ordinary illithids; less than 0.1% become ulitharides, and it is impossible to determine whether a tadpole will become an ulitharid until ceremorphosis is ready. Superior in almost every way to a regular mind flayer, ulitharids have two extra tentacles, which are twice as long as the others, and an extreme arrogance, even by the standards of their own kind. Only the oldest brain has more influence within an illithid community. Vampiric illithids The origin of these unique undead mind flayers is unclear. All that is known of these creatures is that they can't create spawn, need both fresh blood and fresh brains to survive, are more wild than typical illithids, and are barely intelligent. A possible origin is given in the Ravenloft adventure Thoughts of Darkness, in which a vampire collaborates with the illitides in using the device to create the first vampire ictide, a creature never conceived before. [24] These creatures are hated and feared by typical illithids. [16] Yaggol Yaggol is a variant presented in the Dragonlance campaign setting. [25] Yaggol is a race from the Emerald Sea in Neron, a dark, steaming jungle in southern Taladas. The history of their civilization stretches back to the end of the first age of Krynn. Their empire flourished while Ansalon's high ogres founded their own empire. Enslaving cha'asii elves, yaggol ruled the continent with a nightmarish will but all this came about when cha'asii learned to defeat the mind powers of yaggol. A great war was fought, and the empire fell apart when both sides almost wiped out each other. All that remained of this once deviant race were seven obsidian temples in the Akh-Tazi Valley. After the shattering of the empire, a troubled truce was struck, only broken by skirmishes and murders. Cha'asii went his separate ways; establishing villages like Ke-Cha-Yat where they could live in peace from yaggol. This would all change with the upcoming Gloomwing, a former orthlox Black Dragon who joined the brothers, cult followers of Maladar an-Desh, Lord of Wizards. Related Creatures Brain Golem: An eight-foot-long humanoid-shaped construction entirely of brain tissue, these creations exist only to serve an older brain and its illithid community. Brainstealer Dragon: A mixture of illithid and dragon, these powerful wyrms sometimes rule over illithid communities that lack an older brain. [27] Illithidae: Illithidae is to be on the mind flayers that less intelligent animals are to humans. Known types include cessirid, include, kigrid, and Dragon Magazine once published a template for use to create an illithidae creature, for use with the 1st edition of the Advanced Dungeons & Dragons game. They were updated in 3.5 in the Lords of Madness supplement. Illitocyte: Illithid tadpoles that survived the fall of a mind flayer empire, they evolved into a new life form and are now crawling around in groups seeking psychic radiation as to feed. [27] Kezreth: A live troop transport and combat platform created from the severed head of a disgraced illithid. They serve in this capacity in the hope of redeeming themselves and being allowed to return to the older brain. Mind Worm: Created by illithids to act as assassins and bounty hunters, these powerful psionic creatures resemble less purple worms. They can attack from a far distance with their probeworms. [27] Mindwitness: Inserting an illithid tadpole into a beholder results in these abominations, which are used as guards and guard soldiers. Mozgriken: An illithid sedy that is inserted into a svirfneblingnome while subjected to a dangerous psychic ritual creates a mozgriken. These three-tentacled ceremorphs are despised by everyone, but their aptitude for stealth and psionic powers of stealth and form control makes them useful spies for illithids. Neothelia: If an illithid tadpole survives but fails to undergo ceremorphosis, it will eventually grow into an incredibly powerful worm-like creature with illithid tentacles at the head of its body and enormous mental forces. Nerve swimmers: Derived from immature illithid tadpoles, these devices are living instruments of torture and interrogation. [27] Nyraala Golem: A flailing, slimy, tentacled construction that can launch surprise attacks. They often act as guards, and are appreciated because their creation does not involve petitioning the older brain to surrender part of their mass. Octopin: A six-tentacled, purple-skinned vidunder with a single eye created by mind flayers. Oortlings: These docile humanoids with enlarged brains were bred by illithids as food. Tzakandi: Illithid tadpoles inserted into lizard folks create tzakandi, which mind flayers use as slave laborers and personal guards. Uchuulon: A chuul implanted with an illithid tadpole becomes a uchuulon. Also known as mucus chuuls, illithids use them as hunters and guardians. Urofion: Inserting an illithid tadpole into a roper results in these wretched creatures, which are used as guards and guard mills. Ustilagor: Mind flayers farm these caterpillar intellect devourers for food and sentry. [27] Vampire Squid: Servitor creatures created by illithids to extend their reach beneath the underwater surface of the underdark. They have a maw of sharp teeth that can be turned inside out and act as defensive spikes. Voidmind Creatures: A A creature is an ordinary being (such as a normal human or anthropomorphic being or animal) whose mind has been almost devoured by a mind flayer, but enough has been left intact for basic motor function. Additional psychic rituals give these near-dead creatures a semblance of life. The resulting creatures act as minions and spies for the illiders. (From Dragon #150 : Monsters Associated With Illithids: Amorphs, Gelatinous Cube, Grey Ooze, Lurker Above, Mimic, Ochre Jelly, Pudding, Deadly; Roper, Scum creeper, Slithering tracker, Trapper, Crystal ooze, Mustard gel, Mushrooms, Ascomoid, Basidirond, Fungus, Violet, Gas spore, Mold, Brown; Mold, yellow; Obliviax, Phycomid, Shrieker, Ustilagor, Zygom, Illithidae, Carrion crawler, Cessirid, Embrac, Illithid, Kigrid Saltor ) Symbionts Illithids often create symbionts, a kind of living object eventually adapted for Eberron campaign setting. Illithids use these symbionts for themselves and their slaves. These symbionts help their general offensive and defensive capabilities. Known illithid symbionts include mnemonicus, wriggler, and carapace symbionts. History The origins of the illitides have been described in several conflicting stories offered in various D&Amp;; D products, in previous editions and in the current version of the game, which can be taken as successive retcons. The 2nd edition book The Illithiad suggests that they may be from Far Realm, an incomprehensible plane completely alien to the famous multiverse. This theory makes no mention of time travel. Instead, they arose somewhere countless thousands of years ago, beyond the stories of many mortal races, and spread from one world to another, and another, and so on. It is expressly stated in this book that the illitides appear in some of the oldest stories of the oldest races, even those that have no mention of other races. The 3.5 Edition D &; D supplement Lords of Madness stipulated that Illithid was a star-faring people who existed at the end of time. Faced with annihilation, Illithid traveled to the past, arriving about 2,000 years ahead of the present in a particular D&Amp;; D campaign. [16] Wizards Presents Worlds and Monsters preview guides in the 4th Edition support the claim that mind flutters originate from Far Realm. In these two different versions of the story, much of the variance hinges on a fictional text called The Sargonne Prophecies. Illithiad described the prophecies as misnames, and that much of it sounds more like ancient myth than prophecy. Lords of Madness takes the name more literally, and says that Sargonne prophecies are in fact prophecy—or, perhaps more accurately, a story about the future. Yet another version came from the Astromundi Cluster, a Spelljammer boxed set produced before Illithiad. This version believes that the Illithids originate from the outcasts of an ancient human who ruled the now-shattered world is called Astromundi. The outcast sensieuts eventually mutated, deep underground, into the mind flayers. (This boxed set also introduced the device called Lugribossk, which was depicted as a god by Astromundi flayers at the time, but was later recontished into a proxy by the god Ilsensine.) In the history of illidid found in either Illithiad or Lords of Madness, the emergence of illitides in Astromundi becomes a freak event due to the intervention of Ilsensine by his deputy, because the illithids of Astromundi have their own stories emerging solely on that world. But when it occurred, when the illitides arrived in the material plane of the distant past, they immediately began to build an empire by enslaving many sentient beings. They were very successful, and soon their world-spanning empire became the largest multiverse ever had seen. They had power—in the labor of psychic potency and countless slaves—to fashionable worlds. Such a world was this empire capital, called Penumbra, a disk world built around a star, which was a thousand years in the making. Such was their power that the blood war paused like demons and considered a truce to deal with the illithid empire. Eventually, the old slave race developed resistance to the mental powers of their masters, and revolted. Led by the warrior Gith, the rebellion spread to the worlds of all illidids, and the empire collapsed. The Illithid race itself seemed doomed. Gith was betrayed by one of his own generals, Zerthimon, who believed she had become tyrannical and over-aggressive. Civil war erupted, and the race factionalised in githyanki and githzerai (and in spelljammer campaign setting Pirates of Gith). [29] This disturbance allowed the illiders to retreat to underground strongholds where they still live. Dungeon #100 claims that the original home of gith proponents was a world called the Pharagos. Currently it is described as an unremarkable Material-Plane world, far from the breeding ground for magical activity and divine intervention that is the Forgotten Realms campaign or world of Greyhawk. During wasting desert on that world, however, is the petrified corpse of the long-dead protector deity of the ancestors of gith races. As retold in most 1st and 2nd edition sources, the ancestors of gith predecessors were a human civilization before being altered by countless generations of illithid breeding and profane science. The background material of the Chainmail game[30] places the gith front-runners in an underground empire called Zarum in western Oerik, where they dominated many other races from their capital, Anithor. These gith seem to have been divided into a rigid caste system, their lives governed by ancient ritual. The ruins of Zarum with sacred spaces and temples, though the names of the ancient gith gods are unknown today. The period of Zarum's height is not entirely clear, but gray elf sage speculates it was about 2,000 years before Demon Wars that ravaged the Western Oerik, or 3,000 years before the present. At some point, the Illithids invaded Zarum from a neighboring plane of existence. Although gith fought hard, they were no match for psionic power in mind flayers, and soon they were enslaved. The River of Angry Souls is a remnant of one of the terrible battles between illithids and the soon-to-be enslaved gith. Many were taken to the outer planes and elsewhere to serve as illithid slaves. Other cities in Zarum were transformed into labour pits where illithid supervisors forced their slaves to toil for countless generations. After gith's rebellion, she led her people to the Astral planet. While some subject races and surviving illithids remain on Oerth, Gith's predecessors have departed the world, seemingly for good. If they retain any interest in the ruins of Zarum, it is well hidden. Part of the ruins of Anithor were eventually colonized by the deed of House Kilsek, which named his new settlement Kalan-G'eld. Activities Currently, the illithids are in a period of intense study and experimentation, gathering knowledge of all kinds that will allow them to eventually reclaim the universe and keep it for good. They often interfere in politics in other races through subtle psychic manipulation of key figures, not to cause chaos but to better understand the dynamics of civilization. They regularly probe the heads of surface dwellers to gather intelligence and learn about new advances in magic and technology. They also do a lot of research themselves, mainly focused on developing new psychic powers. [16] Illithids regularly conduct raids on all sentient settlements to acquire new bondage,[16] because their existing layers of sentient wood do not breed fast enough to satisfy their food and labor needs. Typically, a group of mind flayers will teleport to the settlement and quickly incapacitate them with their psychic powers. The prisoners will then be marched all the way to the illitides underground settlement of specially trained and conditioned wooden judges. Great care is taken to cover their tracks. The community an illithid town is ruled by a creature called an Elder Brain living in a pool of cerebral fluid in the city center. When an illithid dies his brain is extracted and taken to the pool. Illithids believe that when they die their personality is incorporated into the elder brain, but this is not the case. When the brain of an illitide is added to the Elder Brain, the memories, thoughts and experiences are consumed and added to the sum of the whole, but everything else is lost. This fact is a closely guarded secret of Elder Brains, because all illithid strive sagressive saform of immortality through this merging process. An extremely ancient Elder Brain is called a God-Brain because its Psionic powers are almost unlimited. Because the oldest brain contains the essence of every illithid who died in his community, it acts partly as a vast library of knowledge that a mind flayer can summon with a simple telepathic conversation. The older brain in turn can communicate telepathically with anyone in their community, issue orders and make sure everyone is consistent. Illithids generally frown on magic, preferring their natural psionic ability. Psionic potential is an integral part of the illithid identity, and the elder brain cannot absorb the magical powers of an illithid stomach when it dies. They tolerate a limited study of witchcraft, if only to better understand the powers used by their enemies. But an illithid who goes too far and neglects his Psionic development in favor of witchcraft risks becoming an outcast. Denied the possibility of ever merging with elder brain, such outcasts often seek their own immortality through undeath, becoming alhoons. Illithids usually communicate through psychic means. They project thoughts and feelings for each other in a way that non-illithids can barely understand. When they feel the need to write, they do it in qualith. Instead of typical alphabet-based writing, illithids write in qualith by making marks consisting of four broken lines. They use each tentacle to feel the pauses in the lines, making it basically similar to Braille. Qualith is, however, extremely complex, as each line changes the preceding lines by explaining abstract concepts associated with the above words in ways that no man can understand; only by understanding all four lines at the same time can it meaning be properly understood. Religion Traditionally illithids revere a perverse deity named Ilsensine. In the 2nd edition, they have a second deity named Maanzecorian, who is later killed by Tenebrous (Orcus) in planescape adventure module Dead Gods. Although Ilsensine is the illithid protector of deity, the ydsentences for bringing another mind actively worship it and imagine the most powerful creatures in the universe. [16] Relationships with other races illithids try to rebuild their former empire wherein all other species were their slaves, so they see some sentient being as worthy only to be their slaves or their food. They are pragmatic, however, and will trade other races, such as dark elves and gray dwarfs, which are too strong to be conquered. They also trade neogy to get slaves. Their arch enemies are githyanki and githzerai, descendants of the rebellious slaves who destroyed their empire millennia ago. Hunting and slaying illithids whenever they can is an integral part of their Illithids fear the undead because these creatures, even sensing, are immune to telepathic detection and manipulation, and have no brains to consume. Confronting such thoughtless creatures can even traumatize some of them. According to Lords of Madness history, illithids are one of the few breeds respected by aboleths. This is because aboleths remember the origins of almost every other breed, through their hereditary memory. But illithids, as far as aboleths can remember, just appeared without preamble, which scares them. In various campaign settings In Eberron I Eberron comes the illidene from Xoriat, Madness plan. They were created by Daelkyr in their invasion plans. It is not known if they have older brains, but their continued existence means they can give birth on their own. The mind flayers of Eberron are resistant to damage from all weapons except those made of byeshk, a new exotic material in the Eberron setting. In Greyhawk Illithids usually live in obscure, underground settlements, usually in Underdark. Perhaps the most famous illithid settlement on Oerth is the town of Dra-Mur-Shou, located within several miles of the Vault of Drow. A number of illithids also make their home in the drowsy town of Erelhei-Cinlu, due to the existence of a well-known mind flayer research center. The grey space Illithids also have a strong presence in gray space and spheres outside. The primary spelljamming ship used by illithids is the nautiloid, a 35-ton vessel resembling a nautilus. Nautiloids are 125' to 180' long, including tentacle-like piercing frame. The ship's flushed shell provides the comfort of closed space and protects the illitides from the rays of solar bodies. Less common illithid vessels like the 25-ton squid vessel, 70-ton squid, and the 100- ton cuttle command also resemble octopuses as they are named. In Grey Space, the largest illithid settlements are the town of Sharpbeak on Celene and the settlement skullbringer in grindern. Worlds ruled by illithids in other spheres include Falx, Ssirik Akuar, Penumbra and Glyth. The Ravenloft Illithids are the rulers of a domain in ravenloft campaign setting called Bluetspur, where their God-Brain is the darklord. How and why this particular Illithid elder-brain became a darklord has never been revealed in any official Ravenloft products. In Spelljammer According to Ken Rolston, beholder and mind flayer win starring roles as intergalactic threats in Spelljammer, describing mind flayers as evil, brain-sucking horrors that have polished up their social skills enough to present a dubiously neutral façade to trading partners as they secretly system against the day when all intelligent races will be their vassals and brain-food. [31] Mind Flayers is one of the primary factions in the Spelljammer campaign setting. While less prominent than neogia, illithids are in control of Glyth, a Realmspace planet, and has been for millennia. Illithid's primary vessel type is the nautiloid, a 35-ton vessel resembling a nautilus. Nautiloids are 125', or 180' long including tentacle-like piercing frame. The ships' flushed shells provide the comfort of closed space and protect the illitides from solar radiation. Uncommon illithid vessels like 25-ton squid, 70-ton squid, and 100-ton cuttle command also resemble octopuses as they are named. In the Spelljammer environment, the illidid creators are the creators of the oortlings, a humanoid race of high intelligence and enlarged size. Bred as food, oortlings are perfectly docile and have little motivation and almost no instinct for self-preservation. Critically receiving The mind flayer was ranked fourth among the top ten mid-level monsters by the authors of Dungeons & Dragons For Dummies. They referred to this unique creation of D&amp;; D the game as the quintessential evil genius and the perfect evil overlord. [32] The stranger writer Cienna Madrid described the mind of Flayer as one of D&D's ghastly fiends. [33] Rob Bricken from io9 named the mind flayer as the 9th most memorable D&; D monster. [34] SyFy Wire 2018 named it one of The 9 Scariest, Most Unforgettable Monsters From Dungeons & Dragons, and said that Mind flayers are another classic monster like the beholder. [35] Screen Rant compiled a list of the game's 10 Most Powerful (And 10 Weakest) Monsters, Ranked 2018, and called the older brain one of the strongest, saying that the 5th edition's version still poses a serious threat to most adventure parties, thanks to its array of powerful spells and psychic attacks, but it's not quite the epic level threat it once was. [36] In other media This section needs additional citations for verification. Help improve this article by adding citations to trusted sources. Unmapped material can be questioned and removed. Find sources: Illithid – news · newspapers · books · scholar · JSTOR (December 2017) (Learn how and when to remove this template message) Mind flayers appear in other role-playing games, including Angband, Bloodborne, Demon's Souls, Final Fantasy, NetHack, Lost Kingdoms, Kingdom of Loathing and Lost Souls, and the one-player gamebook RPG series Fighting Fantasy contains a creature similar to the illidate, Brainlayer Slayer. Ulchalothe in Baldur's Gate: Dark Alliance II is the guardian of the Eternal Flame's Brazier. There are illithid settlements of varying sizes in the games Neverwinter Nights: Hordes of Underdark, Baldur's Gate II and Icewind Dale II. The villain in Neverwinter Nights premium module Kingmaker is also an Illithid. The first act of Baldur's Gate III is focused on removing mind-tandem larvae from the player characters' brains. [37] In Planescape: player player can reveal a history of the illithids they relate to githzerai and githyanki by studying the rings of the Unbroken Circle of Zerthimon in dak'kon's possession. In episode 30 of the webcomic Order of the Stick (written by Rich Burlew), the party bard Elan meets an illithid in his lair. Illithid chooses not to consume Elan's brain because of bard stupidity, and so they start playing Scrabble instead. [38] Episode 31 makes a reference to the illidid's preferred diet. [39] Episode 32 makes a fourth-wall reference to the fact that illid is not open source material. [40] In the Final Fantasy series, players encounter an enemy called Mindflayer, a cave-living magician who has the head of an octopus, wears a flowing robe and wields a rod. When the first game for the NES was brought to North America it was called a Wizard. [41] Although Mindflayer's name and appearance have been kept the same, Beholder was changed to Evil Eye. [43] The Netflix series Stranger Things, after the eighth episode of the second season, used the name Mind Flayer to refer to the show's main antagonist because of their similar nature. [44] [45] References ^ FREQUENTLY ASKED QUESTIONS. D20srd.org. Retrieved 2007-02-23. ^ Gygax (posting as Col_Pladoh), Gary (2005-02-01). Gary Gygax Q&A: Part VII. Archived from the original on 2008-05-12. Retrieved 2007-02-27. The mind flayer I made up of the entire canvas using my imagination, but inspired by the cover of Brian Lumley's paperback novel, The Burrowers Beneath ^ Internet Speculative Fiction Database ^ Creature Features. strategic review. 1 (1). Spring 1975. p. 2. ^ Gygax, Gary; Blume, Brian (1976). Eldritch Wizardry (1 ed.). Lake Geneva, WI: TSR. Cite journal requires |journal= (help) ^ Mortdred (2001-02-05). Review by Eldritch Wizardry. RPGnet. Archived from the original on 2001-09-15. Retrieved 2007-11-19. ^ Gygax, Gary, in which it is described as an evil subterranean being who considers humanity as cattle to feed on, and draws brains with its tentacles. Monster Manual (TSR, 1977) ^ Moore, Roger. Mind Flayer's ecology. Dragon #78 (TSR, 1983). ^ Cook David, et al. Monstrous Compendium Volume One (TSR, 1989) ^ Stewart Doug, ed. Monstrous Manual (TSR, 1994) ^ Winter, Steve. The Complete Psionics Handbook (TSR, 1991) ^ Cordell, Bruce R. Illithiaden (TSR, 1998) ^ Cordell, Bruce R. Dawn of the Overminde (TSR, 1998) ^ Cook, Monte, Jonathan Tweet, and Skip Williams. Monster Manual (Wizards of the Coast, 2000) ^ Eckelberry, David, Rich Redman, and Jennifer Clarke Wilkes. Savage Species (Wizards of the Coast, 2003) ^ a b c d e f g Baker, Rich, James Jacobs, and Steve Winter. Lords of Madness (Wizards of the Coast, 2005) ^ Cordell, Bruce R. Expanded Psionics Handbook (Wizards of Coast, 2004) ^ Mearls, Mike, Stephen Schubert, and James Wyatt. Monster Manual (Wizards of the Coast, 2008) ^ Mearls, Mike, Stephen Schubert, and James Wyatt. Monster Manual (Wizards of the Coast, 2014) ^ Greenwood, Ed, Douglas Niles, and R. A. Salvatore. Menzoberranzan (TSR, 1992) ^ Pickens, Jon, ed. Monstrous Kompendium Yearly Volume Three (TSR, 1996) ^ Cordell, Bruce R. Illithiaden (TSR, 1998) ^ Wyatt, James and Rob Heinsoo. Monstrous compendium: Monsters of Faerûn (Wizards of the Coast, 2001) ^ Thoughts of Darkness ^ Cook, David. Time of the Dragon (TSR, 1989) ^ Heard, Bruce A, et al. Monstrous Compendium 4: Dragonlance Appendix (TSR, 1989) ^ a b c d e Baase, Kevin, Eric Jansing, and Oliver Frank. The monsters of the mind. Dragon #337 (Paizo Publishing, 2005) ^ Baur, Wolfgang. Dragon's Bestiary: Monster in Underdark. Dragon #227 (TSR, 1996) ^ Breault, Mike; TSR staff (1990). Advanced dungeons and dragons: Monstrous Kompendium/Mc7 (Spelljammer annex). Geneva Lake, WI S.l.: TSR, inc. ISBN 978-0-88038-871-9. ^ Tweet, Jonathan, Rob Heinsoo, and Chris Pramas. Chainmail Miniatures Game: Blood and Darkness – Set 2 Guidebook. Renton, WA: Wizards of the Coast, 2002 ^ Rolston, Ken (February 1990). Role-playing Reviews. Dragon. Lake Geneva, Wisconsin: TSR (#154): 59-63. ^ Slavicsek, Bill; Baker, Rich; Grubb, Jeff (2006). Dungeons & Dragons For Dummies. For Dummies. p. 373. ISBN 978-0-7645-8459-6. Retrieved 2009-02-12. ^ Cienna, Madrid (November 24, 2005). The dice storm. Stranger. Retrieved 2009-08-15. ^ Bricken, Rob (September 16, 2013). The 10 Most Memorable Dungeons & Dragons Monsters. Io9. Retrieved January 20, 2016. ^ Granshaw, Lisa (24 October 2018). The 9 scariest, most unforgettable monsters from Dungeons & Dragons. SYFY THREAD. ^ Dungeons & Dragons: 10 Most Powerful (and 10 Weakest) Monsters, Ranked. ScreenRant. 20 May 2018. ^ Baldur's Gate 3's Mind-Eating Parasite informs all act 1, for better and for worse. Escapist Magazine. 2020-10-22. Retrieved 2020-10-22. ^ Burlew, Rich (2004). Behind the secret door. Order of Stick. GiantITP.com (#30). Retrieved 2017-12-14. ^ Burlew, Rich (2004). All-you-can-eat brain buffet. Order of Stick. GiantITP.com (#31). Retrieved 2017-12-14. ^ Burlew, Rich (2004). Bite the hand that feeds me. Order of Stick. GiantITP.com (#32). Retrieved 2017-12-14. ^ Final Fantasy Encyclopedia: Mindflayer. ffe.hendersongdi.com. Retrieved 2017-12-14. ^ Final Fantasy Compendium ^ Final Fantasy Encyclopedia: Evil Eyes. ffe.hendersongdi.com. Retrieved 2017-12-14. ^ Casey, Dan (November 2, 2017). What Dungeons & Dragons Reveals About Stranger Things Season 3. Nerdist.com Nerdist. Retrieved November 8, 2017. In Season 2, episode 8, titled The Mind Flayer, Dustin draws an analogy between a fan- favorite D&; D monster shady with the same name and what shady is possessing Will Byers. ^ Di Placido, Dani (5 November 2017). 'Stranger Things' Season 2, Episode 8 Review: 'The Mind Flayer'. Forbes.com Forbes. Retrieved November 8, 2017. Will is still a ship of pure evil, and the boys return to their trusted Dungeons & Dragons board for advice. Sure enough, there's a creature in the game that's pretty similar. ... the tendriled creature now has a pretty cool name, the Mind Flayer, Cordell, Bruce R. Expanded Psionics Handbook (Wizards of the Coast, 2004). Further reading Cagle, Eric, et al. Fiend Folio (Wizards of the coast, 2003). Pramas and Chris. Banished from the Vault. Dragon #298. Renton, WA: Wizards of the Coast, 2002. Pramas and Chris. Underground scenarios. The dragon #294. Renton, WA: Wizards of the Coast, 2002. Schwartz, Christopher M. The new illithid arsenal. Dragon #255 (TSR, 1999). Williams and Penny. Armed to the tentacle. Dragon #308 (Paizo Publishing, 2003). Wyatt and James. The Knight of the Lich-Queen. Dungeon #100. Bellevue WA: Paizo Publishing, 2003. External links Illithids on Planescape website Downloaded from

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