From: Bastardo <MAL139@[Link].
edu>
Subject: Illithid PCs
Illithid
Ability Score Adjustments. The
initial ability scores are modified by
a +2 bonus to Intelligence and Wisdom,
a +1 bonus to Constitution, a -2
penalty to Strength, and a -3 penalty
to charisma.
Ability Score Ranges.
Ability Minimum Maximum
Strength 3 16
Dexterity 3 18
Constitution 5 18
Intelligence 9 19
Wisdom 9 19
Charisma 1 14
Class Restrictions.
Class Maximum Level
Warrior
Fighter 13
Wizard
Mage 14
Priest
Cleric 12
(based on the priesthood of the
illithid god Maanzecorian from the
Monster Mythology book. If you rule
that illithid's can worship other gods,
this could be any number)
Rogue
Thief 8
Psionics
Psionicist Unl
Additional XP cost. Your call.
Anywhere from +50% to double normal.
Hit Dice. As normal for class.
Alignment. Normal illithids are of
lawful evil alignment, but PC illithids
may be of any alignment. PC illithid
psionicists must be of a lawful
alignment to reflect their discipline.
Natural AC. 5 from their slick,
rubbery skin.
Languages. Illithid, Drow, Duergar,
Myconid, Beholder, Svirfneblin, Common,
Underdark Common
Special Abilities. Non-Psionicist
illithids gain the following powers,
usable once per round, castas a wizard
of the same level as the user. Powers
are gained at a rate of one every
other level (starting at first level).
Targets of the power suffer a -1
penalty to their saves for every three
levels of the illithid, to a maximum of
-4.
Powers: ESP, suggestion, charm
person, levitate, astral projection,
charm monster, plane shift.
All illithids have innate powers of
telepathy, usable to communicate to
creatures. If the creature is
unwilling, it gains a save to avoid the
illithid's communication.
Non-wizard or priest illithids have
innate magic resistance, starting a
rate of 10% and increasing 5% per level
until it reaches its maximum of 90%.
This magic resistance works against all
magic, including benificial or healing
magics. This resistance also affects
magic items in the illithid's
possession. When an illithid gains a
magic item, he or she must make a
resistance roll. If the roll fails,
the illithid can use the item normally
from that point on. If the roll
succeeds, that magic item will never
function for the illithid, but it can
function normally for other characters.
An illithid may attack with its four
facial tentacles in melee. These
tentacles do 2 points of damage if they
successfully strike, and will attach to
the victims skull. An attached
tentacle does not continue to do damage
while attached and can only be removed
by a successful bend bars/lift gates
roll, by dealing it 5 HP of damage
(also dealt to the illithid, and lost
tentacles will regenerate in 2-5
weeks), or if the illithid releases the
tentacle. If all four tentacles attach
to a victim's skull, the illithid can
begin to extract the victim's brain to
feed upon, a process that takes 1-4
rounds and leaves both the victim and
illithid helpless during the process.
If the illithid is successful, the
victim is immediately slain. If
companions attempt to forcibly remove
the illithid during the feeding
process, the illithid will suffer 1d8
points of damage from damage to its
tentacles and the victem will suffer
2d4 points of damage and must make a
save versus wands or suffer a loss of
1d3 points of intelligence permently
from damage to the brain.
Finally, once 8th level is attained,
a PC illithid may release its deadly
mind blast once per turn. This attack
produces a cone of pure mental force
that will cause any creatures in its
path who fail a save versus wands to be
rendered helpless for a period of 3d4
rounds. The cone is 60 feet long, 5
feet wide at the illithid, and 20 feet
wide at its terminus.
Special Disadvantages. In addition
to those listed above (psionicists
don't gain special powers, wizards and
priests don't gain magic resistance,
magic resistance affects both
benificial spells and magic items), the
illithid has the following
disadvantages. Illithids of any class
cannot wear armor. This is both
cultural and because of the great
discomfort it causes their skin. Also,
once per week, an illithid must consume
the fresh brain of a creature with an
intelligence of at least 7. This brain
can not come from a creature who is
dead and must come from a creature who
is at least partially conscious (above
0 hit points). If a week goes by
without consuming a brain, the illithid
loses one point from all abilities and
suffers a 1 point penalty to all rolls.
This loss continues for a month. If by
the end of a month's time the illithid
still has failed to consume a brain,
the creature dies. Lost points are
regained at a rate of one week's
penalty per brain consumed (i.e. an
illithid who goes for three weeks
without sustenance must consume three
brains).