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{{author
|Author name: Kris Posipanka
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|author_name= Kris Posipanka
|Date created:11/11/10
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|date_created=11/11/10
|Status= Needs work
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|status= Needs work}}
Illithid
 
  +
Horrible aberrations from the Underdark, manifesting fear in their wake.
 
 
==Illithid==
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'''''Horrible aberrations from the Underdark, manifesting fear in their wake.'''''
 
 
4e Racial Traits
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{{4e Racial Traits
|Height: 5'9''- 6'3''
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|height=5'9''- 6'3''
|Weight: 110- 160 lb.
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|weight=110- 160 lb.
|Ability Scores: +2 Intelligence, +2 Wisdom
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|abilities=+2 Intelligence, +2 Charisma or +2 Wisdom
|Size: Medium
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|size=Medium
|Speed: 6 squares
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|speed=6 squares
|Vision: Darkvision
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|vision=Darkvision
|Languages: Common, Deep Speech
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|languages=Common, Deep Speech
|Skills: +2 Arcana, +2 Dungeoneering, +2 Insight
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|skills=+2 Arcana, +2 Dungeoneering
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|trait1=Aberrant Origin
|Aberrant Origin: Your race originates from the Far Realm, so you are considered an aberrant creature for the purpose of effects that relate to crreature origin.
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|description1=Your race originates from the Far Realm, so you are considered an aberrant creature for the purpose of effects that relate to creature origin.
|Aberrant Mind: You gain a +1 racial bonus to your Will defense and resist 5 psychic.
 
  +
|trait2=Aberrant Mind
At 11th level, the resistance improves to 10 psychic.
 
At 21st level, the resistance improves to 15 psychic.
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|description2=You gain a +1 racial bonus to your Will defense and resist 5 psychic.<br>At 11th level, the resistance improves to 10 psychic.<br>At 21st level, the resistance improves to 15 psychic.
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|trait3=Telepathy
|Telepathy: You can speak telepathically with any creature within 5 squares of you that has a language.
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|description3=You can speak telepathically with any creature within 5 squares of you that has a language.
|Mind Blast: You have the mind blast racial power.
 
 
|trait4=Mind Blast
|Extract: You have the extract racial power. You must use this power once per day to gain the benefits of eating.
 
 
|description4=You have the mind blast racial power.
|Mind Blast
 
 
|trait5=Extract=
|Illithid
 
 
|description5=You have the extract racial power. You must use this power once per day to gain the benefits of eating.}}
|Racial
 
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|Attack
 
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{{4e Power
|Encounter
 
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|name=Mind Blast
|You loose a cone of psychic energy that stuns your foes.
 
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|owner=Race
|Encounter
 
 
|class=Illithid
|Force
 
 
|type=Attack
|Psychic
 
 
|usage=Encounter
|Standard Action
 
 
|flavor=You loose a cone of psychic energy that pierces an enemy's mind.
|Ranged
 
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|keyword1=Force
|10
 
 
|keyword2=Psychic
|Target: One creature
 
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|actiontype=Minor Action
|Attack: Intelligence or Wisdom
 
 
|range=Ranged
|vs Will
 
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|rangemod=10
|Hit: 1d6 + Intelligence or Widsom modifier force and psychic damage, and the target is stunned (save ends).
 
 
|target=One creature
|Special: When you create your character, choose Intelligence or Wisdom for this power. This choice remains throughout your character's life and cannot be changed.
 
 
|attack=Intelligence + 2, Charisma + 2 or Wisdom + 2
|Extract
 
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|attackextra=<br>Increase to +4 at level 11. <br>Increase to +6 at level 21.
|Illithid
 
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|defense=Will
|Racial
 
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|hit=Intelligence modifier, Charisma modifier or Wisdom modifier force and psychic damage, and the target is dazed until the end of your next turn.<br>Increase to 2 + modifier at level 11.<br>Increase to 5 + modifier at level 21.
|Attack
 
 
|special=When you create your character, choose Intelligence, Charisma or Wisdom for this power. This choice remains throughout your character's life and cannot be changed.
|Daily
 
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}}
  +
  +
{{4e Power
  +
|name=Extract
  +
|owner=race
 
|class=Illithid
 
|type=Attack
 
|usage=Daily
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|flavor=You devour the mind of a hapless creature to sustain yourself.
 
|actiontype=Standard Action
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|range=Melee
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|target=One creature that is granting you combat advantage.
  +
|attack=Intelligence + 2, Charisma + 2 or Wisdom + 2
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|attackextra=<br>Increase to + 4 at level 11. <br>Increase to + 6 at level 21.
  +
|defense=Fortitude
  +
|hit=1d6 + Intelligence modifier, 1d6 + Charisma modifier or 1d6 + Wisdom modifier damage and the creature is grabbed. You no longer need to eat for 24 hours.<br>Increase to 2d6 at level 11.<br>Increase to 3d6 at level 21.
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|miss=This power is not expended.
  +
}}
   
  +
The ultimate megalomaniacs, mind flayers use their ability to enslave minds to play puppeteer to countless thralls while they feast on the brains of less useful creatures. Their goal is nothing short of world domination.
<!-fluff->
 
   
Play an <!-pluralized racial name-> if you want...
+
Play an Illithid if you want...
  +
* To play a creature that likes to manipulate from the shadows
* <!--Description-->
 
  +
* To devour the brains of lesser creatures as sustenance
* <!--Description-->
 
 
* To be a member of a race that favors the Psion, Warlock and Wizard
* <!--Description-->
 
<!--repeat as necessary-->
 
* To be a member of a race that favors the <!-classes-> classes.
 
   
 
=== Physical Qualities ===
 
=== Physical Qualities ===
   
  +
Mind flayers, or illithids as they call themselves, are the embodiment of mortals' worst fears. They dwell in darkness and order monsters on foul errands. They slaughter or enslave multitudes of peaceful creatures and exert total dominance over prisoners. Mind flayers have spent centuries on selective breeding and magical manipulation experiments in an attempt to create the perfect slave race.
<!--description-->
 
   
  +
Perhaps the most horrifying and repulsive attribute of the illithids is their physical form, a grisly mockery of the humanoid victims from which they were birthed. Mind flayers use other creatures to reproduce. They implant a juvenile illithid inside a victim's skull, where the tadpole shaped offspring eats the creature's brain. The progeny's Far Realm essence irrevocably alters the creature's form, turning it into an adult illithid with features that hint at its former occupant. Some mind flayer cabals search out specific vessels for their young, believing that a powerful host body makes for a strong illithid.
=== Playing an <!-Pluralized race-> ===
 
   
<!--description-->
 
   
'''<!--Your race--> Characteristics:''' <!--racial characteristics-->
 
   
 
=== Playing an Illithid ===
'''Male Names:''' <!--Male Names-->
 
   
  +
With far-reaching plans and a vast pool of thralls, a mind flayer dips its tentacles into regional affairs without getting involved in them. The fiend prefers to remain unnoticed, notching milestone after milestone until its overarching goal is realized. A mind flayer isn't solitary in the sense that it lives alone. Rather, it abides only the company of mindless thralls and illithids that have goals identical to its own. illithids believe all creatures are their inferiors. To an illithid, other creatures exist for one of three purposes: host vessel, food, or slave. When a mind flayer aligns with another creature, it has already plotted how and when it will betray its new ally.
'''Female Names:''' <!--Female Names-->
 
   
  +
At its basic level, a mind flayer needs brains for sustenance, and it prefers to use thralls to collect would-be victims. When first building its power base, a mind flayer might live hand to mouth lor a while. As an illithid's legions reach a healthy size, it launches into the heart of its plans. It might collect arcane writings and items of power to increase its knowledge: it could meddle in the politics of the surface world; it might even be intent on creating portals to summon more of its kin from the Far Realm. The ultimate crown every mind flayer covets is rulership over the planes, which would be reshaped in the Far Realm's image. Given a chance, illithids would extinguish the sun, blister the world, warp flesh into aberrant forms, and rewrite every natural race's history with mad gibbering
=== <!-Your race-> Adventurers ===
 
   
Three sample <!-Your race-> adventurers are described below.
 
   
  +
'''Illithid Characteristics:''' Conniving, dangerous, manipulative, narcissistic, scheming, treacherous, untrustworthy
<!--Adventurers of your race. Keep in mind one can add more adventurers and create NPCs out of the adventurers.-->
 
  +
'''Names:''' Illithids choose names to give others as they see fit. Possibly the name of their first victim or some great magical artifact.
   
   
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[[Category:<!--Origin--> Type]]
 
[[Category:<!--Origin--> Type]]
 
[[Category:<!--type--> Subtype]]
 
[[Category:<!--type--> Subtype]]
</nowiki><!-REMOVE THIS ENTIRE LINE (AND ONLY THIS LINE) BEFORE YOU SAVE-->
 
   
   
   
'''Note:''' If you are putting something on this site, and it is not your idea, please get permission from the author.
 
   
   

Revision as of 20:41, 19 February 2014

Created By
Kris Posipanka (talk)
Date Created: 11/11/10
Status: Needs work
Editing: Please feel free to edit constructively!


Illithid

Horrible aberrations from the Underdark, manifesting fear in their wake.

Racial Traits
Average Height: 5'9- 6'3
Average Weight: 110- 160 lb.
 
Ability Scores: +2 Intelligence, +2 Charisma or +2 Wisdom
Size: Medium
Speed: 6 squares squares
Vision: Darkvision
 
Languages: Common, Deep Speech
Skill Bonuses: +2 Arcana, +2 Dungeoneering
Aberrant Origin: Your race originates from the Far Realm, so you are considered an aberrant creature for the purpose of effects that relate to creature origin.
Aberrant Mind: You gain a +1 racial bonus to your Will defense and resist 5 psychic.
At 11th level, the resistance improves to 10 psychic.
At 21st level, the resistance improves to 15 psychic.
Telepathy: You can speak telepathically with any creature within 5 squares of you that has a language.
Mind Blast: You have the mind blast racial power.
Extract=: You have the extract racial power. You must use this power once per day to gain the benefits of eating.


Mind Blast Illithid Racial Power
You loose a cone of psychic energy that pierces an enemy's mind.
Usage::Encounter ✦ Force, Psychic
Action Type::Minor Action Ranged 10
Target: One creature
Attack: Intelligence + 2, Charisma + 2 or Wisdom + 2 Vs. Will,
Increase to +4 at level 11.
Increase to +6 at level 21..
Hit: Intelligence modifier, Charisma modifier or Wisdom modifier force and psychic damage, and the target is dazed until the end of your next turn.
Increase to 2 + modifier at level 11.
Increase to 5 + modifier at level 21.
Special: When you create your character, choose Intelligence, Charisma or Wisdom for this power. This choice remains throughout your character's life and cannot be changed.


Extract Illithid Attack {{{level}}}
You devour the mind of a hapless creature to sustain yourself.
Usage::Daily
Action Type::Standard Action Melee
Target: One creature that is granting you combat advantage.
Attack: Intelligence + 2, Charisma + 2 or Wisdom + 2 Vs. Fortitude,
Increase to + 4 at level 11.
Increase to + 6 at level 21..
Hit: 1d6 + Intelligence modifier, 1d6 + Charisma modifier or 1d6 + Wisdom modifier damage and the creature is grabbed. You no longer need to eat for 24 hours.
Increase to 2d6 at level 11.
Increase to 3d6 at level 21.
Miss: This power is not expended.


The ultimate megalomaniacs, mind flayers use their ability to enslave minds to play puppeteer to countless thralls while they feast on the brains of less useful creatures. Their goal is nothing short of world domination.

Play an Illithid if you want...

  • To play a creature that likes to manipulate from the shadows
  • To devour the brains of lesser creatures as sustenance
  • To be a member of a race that favors the Psion, Warlock and Wizard

Physical Qualities

Mind flayers, or illithids as they call themselves, are the embodiment of mortals' worst fears. They dwell in darkness and order monsters on foul errands. They slaughter or enslave multitudes of peaceful creatures and exert total dominance over prisoners. Mind flayers have spent centuries on selective breeding and magical manipulation experiments in an attempt to create the perfect slave race.

Perhaps the most horrifying and repulsive attribute of the illithids is their physical form, a grisly mockery of the humanoid victims from which they were birthed. Mind flayers use other creatures to reproduce. They implant a juvenile illithid inside a victim's skull, where the tadpole shaped offspring eats the creature's brain. The progeny's Far Realm essence irrevocably alters the creature's form, turning it into an adult illithid with features that hint at its former occupant. Some mind flayer cabals search out specific vessels for their young, believing that a powerful host body makes for a strong illithid.


Playing an Illithid

With far-reaching plans and a vast pool of thralls, a mind flayer dips its tentacles into regional affairs without getting involved in them. The fiend prefers to remain unnoticed, notching milestone after milestone until its overarching goal is realized. A mind flayer isn't solitary in the sense that it lives alone. Rather, it abides only the company of mindless thralls and illithids that have goals identical to its own. illithids believe all creatures are their inferiors. To an illithid, other creatures exist for one of three purposes: host vessel, food, or slave. When a mind flayer aligns with another creature, it has already plotted how and when it will betray its new ally.

At its basic level, a mind flayer needs brains for sustenance, and it prefers to use thralls to collect would-be victims. When first building its power base, a mind flayer might live hand to mouth lor a while. As an illithid's legions reach a healthy size, it launches into the heart of its plans. It might collect arcane writings and items of power to increase its knowledge: it could meddle in the politics of the surface world; it might even be intent on creating portals to summon more of its kin from the Far Realm. The ultimate crown every mind flayer covets is rulership over the planes, which would be reshaped in the Far Realm's image. Given a chance, illithids would extinguish the sun, blister the world, warp flesh into aberrant forms, and rewrite every natural race's history with mad gibbering


Illithid Characteristics: Conniving, dangerous, manipulative, narcissistic, scheming, treacherous, untrustworthy Names: Illithids choose names to give others as they see fit. Possibly the name of their first victim or some great magical artifact.



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