Ilithilid Player Characters


Conversions


Is there a resource for 3.5/PFRPG which includes racial stat adjustments and racial abilities for Ithilids, so that they may be used as a playable class?

Is this even feasible?

Thanks for any help!


rg wrote:

Is there a resource for 3.5/PFRPG which includes racial stat adjustments and racial abilities for Ithilids, so that they may be used as a playable class?

Is this even feasible?

Thanks for any help!

Both Savage Species and Lords of Madness had info on creating Illithid characters, with the latter book giving a great deal of cultural and crunchy extras.

Bear in mind, however, that Illithids are verboten in Pathfinder Society play, as they are trademarked to WotC, and are not in existence in any form in PF as written.


rg wrote:

Is there a resource for 3.5/PFRPG which includes racial stat adjustments and racial abilities for Ithilids, so that they may be used as a playable class?

Is this even feasible?

Thanks for any help!

as we were talking in another thread, illthids/mindflayers are not OGL, so you will find no pathfinder anything on them.

You could still look in 3.5 material.
Check the old monster manual, I just dont remember anything anymore, im so pathfinderized


Savage species list their level adjustment as +7, so combined with their 8 racial hit dice, an illithid with no class levels should be the equivalent of a 15th level PC. Such a huge discrepancy between their hit dice and their ECL presents a rather difficult problem, though. In practice, an illithid is going to be mauled by CR 15 creature, but their unique abilities allow them to decimate large groups of foes that should seem appropriate to them.

Their mind blast is essentially an "I win" button, especially coupled with their ability to extract brains from helpless foes. If a creature cannot reliably make that saving throw, the illithid is probably going come out on top. If their will save is high, or they are immune to mind-effecting abilities, then the illithid's low hit points are going to be a guarantee that they're going down fast.


I know ECL does not exist in Pathfinder I would probably have them start as a level 10 character before any classes are added in. Changing monstrous races to PC's is not an exact science though so you may have to play with it to get it right.

Another idea is to break the Mindflayer's abilities down by class levels. I know Libris Mortis did this with undead monsters, and drow were broken down across 2 class levels on the WoTC website one time.

As an example(not to be used). This is for demonstration purposes only:
1HD=+2 int, +2 charisma

5HD=mind blast

Every level they get a little bit more until they have all of the illithid's abilities. Some levels they might not get any HD, but should still become more powerful.


If you want an illithid PC, you're probably better off homebrewing a version on par with other PC races and running with that. Maybe something like, say...

+2 Int, +2 Cha, -2 Str
Medium
Aberration
30' speed
Tentacle: Gain a single tentacle attack for 1d4 damage (additional tentacle attacks can be gained for a feat each, up to four)

Extract Brain: You may extract the brains of any defenseless foe or any foe you successfully strike with a tentacle while grappling, inflicting one point of intelligence damage per tentacle per round. If the target is reduced to zero intelligence, it dies instantly. You regain hit points equal to intelligence drained.

Mind Blast: 1/day, 30' cone, will save versus 1-round daze. The DC is 10 + 1/2 HD + Cha.

Psionics: +1 to save DCs of any Enchantment spells cast (or Telepathy powers if you're porting in psionics as well).

Automatic Languages: Common, Undercommon

That should be fairly decent, but not out of line.


I'd just like to add that I have never seen illithids work as a PC race. They just get too many abilities that should simply not be in the hands of the players. Astral Projection (a 9th level spell!) at will, levitate at will, the instant-kill provided by brain extraction, mind blast at will all, and a plethora of other spell-like abilities make for an enormous headache. This is exactly the sort of thing that led to the exclusion of playability of monster races with an "ECL" greater than +2.


martinaj wrote:
I'd just like to add that I have never seen illithids work as a PC race. They just get too many abilities that should simply not be in the hands of the players. Astral Projection (a 9th level spell!) at will, levitate at will, the instant-kill provided by brain extraction, mind blast at will all, and a plethora of other spell-like abilities make for an enormous headache. This is exactly the sort of thing that led to the exclusion of playability of monster races with an "ECL" greater than +2.

I had forgotten about astral projection. Maybe a lesser version like VV suggested is the best idea. Monsters were not meant to be used by players. Some can but, but others are best left alone.


Illithids are fully detailed in the Complete Psionics Handbook 3.5 Edition... as far as I can remember... :)


Here is something that someone put up on the board...

...............................................................

DREAM RENDER – Harvester of Secrets (or Dream Reaper, Dream Bender, Dream Ripper, Thought Render)
This strange creature appears as a blurred, indistinguishable humanoid. As the illusory aura disperses, a tall humanoid with white mottled skin, large purple eyes, protruding ears, and a mass of tentacles dangling at its mouth and chin is revealed, causing unspeakable terror to well up deep within your soul. As you look on in horror, it raises its odd-looking appendages towards you and laughs in a deep sinister voice.
DREAM RENDER CR 8
XP 4,800
LE Medium aberration (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +12
Aura distortion aura
DEFENSE
AC 19, touch 11, flat-footed 17 (+1 Dex, +8 natural)
hp 68 (9d8+27)
Fort +7, Ref +4, Will +8; +4 resistance vs. enchantments
Immune illusions, paralysis; SR 19
OFFENSE
Speed 30 ft.
Melee 2 tentacle slams +9 (1d4+2) or tendril whip +9 (1d2+1 plus entangle)
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 9th)
At will–daze, hypnotism, scare
3/day–crushing despair, mirror image,
1/day–mind fog, phantasmal killer, plane shift
STATISTICS
Str 14, Dex 12, Con 14, Int 19, Wis 17, Cha 19
Base Atk +6; CMB +8; CMD +19
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Toughness
Skills Bluff +12, Intimidate+10, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception +12, Sense Motive +9, Spellcraft+13, and Stealth+10
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ false image (disguise self)
ECOLOGY
Environment Underground (planar)
Organization solitary, pod (2-3)
Treasure double
SPECIAL ABILITIES
Distortion Aura (Su) A dream render is surrounded by an aura that constantly distorts its appearance. This ability functions as a blur effect and grants the dream render concealment with a 20% miss chance. The dream render can deactivate or reactivate it as a free action, and unless otherwise stated is considered to be active.
Entangle (Ex) Creatures hit by a dream render’s tendril whip must make a Reflex save (DC 18) or become entangled (see Appendix 2: Conditions of the Pathfinder Core Rulebook).
False Image (Su) A dream render can disguise its physical form so as to appear as any other humanoid of similar size and shape as a free action. This ability functions as the disguise self spell.
Gaze (Su) A dream render can make a gaze attack. All creatures within 30 feet of the dream render that look directly at it must then make a Will save (DC 18) or be affected as if by a charm person spell.
Mind Touch (Su) A dream render can enter the mind of any creature that has a language and mentally communicate with it by making direct contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. While a dream render maintains this tactile telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
Dream Walk: A dream render can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell.
Embed Memory: A dream render can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the dream render can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell.
Mind Rend: A dream render can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the dream render is seeking. To rend the creature’s mind, the dream render must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The dream render can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round.
Mind Terrors: A dream render can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell.
Paralytic Strike (Ex) A dream render that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 18 Fortitude save for the next two consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+1 round for every 3 Hit Dice.
DREAM RENDER
Dream renders are a race of maniacal, tentacled horrors from the strange netherplane of Kyrshiikash, located somewhere between the Demiplane of Leng, the Dimension of Dreams, and the Ethereal Plane. Called the Y’alkashiik in their own tongue, they possess dangerous powers to control and enchant others, embed and alter memories, rend and plumb the mind of its darkest secrets, and turn ones greatest fears into nightmarish reality. It is believed by some that they are spawned from the dreams of some ever-sleeping god, while others believe they emerge from a great dark pool filled with the nightmares of those who live throughout the planes of existence. However, no one knows their true origin, for those few brave travelers that have ventured to their home plane have never returned. What is known is that throughout the years, many who encountered these terrifying creatures in later life recall dreaming of them in horrific nightmares during their childhood. Whether this is coincidence or not, the gods and dream renders only know.
Dream renders are humanoid in appearance, but often use their illusionary powers to appear as one of the common races. However, once their true appearance is revealed, they illicit nothing but terror in those that behold them. Dream renders are taller than the average human, standing seven feet tall and typically weighing around 250 pounds. They have off white skin with brown mottling, three large eyes with deep purple irises, and pointed ears that protrude from the side of their heads. Their heads are covered in a hard shell, with a number of tentacles that end with pointed spines hanging from its face and chin. A dream render’s hands have only four digits, with an index finger that is longer and wider than the others, and has suction pads along its inner surface. Dream renders also have five-foot tendrils which shoot forth from their wrists, which they use to entangle and bind their victims. Although they are gender neutral, their voices and mannerisms often portray either male or female tendencies.
Very little is known about dream render society outside the Material Plane. In the Material world, dream renders tend to be solitary, using their mind powers to control and terrorize those around them for their own perverse pleasures. Many dwell deep in the nether regions of the Underdark where they have forged dark alliances with powerful and evil races where they work to enslave the weak and feebleminded. Others have formed vast criminal syndicates whose control and influence spreads throughout the lands. On rare occasions when dream renders encounter one another, they will just as soon engage in deadly combat in an attempt to gain control of the other’s holdings as join together to further their own dark purposes.
Dream renders do not propagate their race in the way other sentient races do, through sexual reproduction, but emerge fully grown from large eggs hidden in secret depositories scattered throughout their home plane. If a dream render is slain on his home plane of Kyrshiikash, it does not truly die. Instead, at its moment of “death”, the knowledge and memories it has accrued over its lifetime are transferred to nearest dormant dream render and is reborn in this new body, emerging from the nearest spawning cave within 1d4+1. The newly awakened dream render then lays an egg to replace the one from which it hatched, and then goes about its business as if nothing had happened. The egg reaches maturity in 2d4 weeks where it awaits the knowledge and memories of another of its kind who has fallen.
However, if dream render should die on the Material Plane, or any other plane of existence save its home plane, it can be killed if it has not made the proper preparations to ensure its survival. To ensure their survival, dream renders will lay a single egg in a secure place, from which it will hatch anew should it meet its demise. If this newly hatched dream render is be slain before it lays another egg, it dies, and all its knowledge and memories are lost. As such, dream renders that dwell on other planes can only be “reborn” in this manner a total of three times before degradation of the transferred psyche occurs, resulting in the permanent death of the creature.
Dream renders have disciplined and well ordered minds, useful in their attempts to spread evil and terror though out the Material Plane. They are self absorbed, and consider themselves god-like in both intelligence and power. Thus, dream renders do not practice any form of religious rites, nor do they believe in a higher power, save the great never-ending mind from which they believe they were spawned.
ALU-KASHIIK
A humanoid creature steps from the shadows which resembles the horrific dream render. The displacing aura surrounding it dissipates to reveal a tall humanoid with pale blue skin with dark blue mottling, three deep blue eyes, and the customary protruding ears mass of tentacles hanging from its mouth and chin, including a second pair of large ones. As it laughs in a maniacal deep voice, a palpable aura of fear and despair surrounds you.
ALU-KASHIIK CR 16
XP 76,800
LE Medium aberration (extraplanar)
Init +6; Senses darkvision 60 ft., true seeing; Perception +27
Aura displacement
DEFENSE
AC 23, touch 12, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
hp 210 (20d8+120)
Fort +11, Ref +8, Will +19; +4 resistance vs. poison
Immune cold, enchantments, illusions, paralysis; SR 27
OFFENSE
Speed 35 ft.
Melee 2 tentacle slams +19 (1d4+4) or tendril whip +19 (1d4+2 plus entangle)
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 20th)
At will–daze, hypnotism, scare
3/day–crushing despair, mirror image,
1/day–mind fog, phantasmal killer, plane shift
Spells Known (9/5/4/3/2/1)
Spells Prepared (CL 20th)
5th–mirage arcana (3)
4th–charm monster (3, DC), greater invisibility (2)
3rd–major image (2), nondetection, suggestion (3, DC)
2nd– detect thoughts, misdirection, touch of idiocy (2)
1st–mage armor, obscuring mist (2), ray of enfeeblement (2), sleep
0 (at will)–bleed, detect magic, ghost sound, mage hand, message, touch of fatigue
STATISTICS
Str 18, Dex 14, Con 20, Int 25, Wis 25, Cha 27
Base Atk +15; CMB +19; CMD +36
Feats Combat Casting, Combat Reflexes, Defensive Combat Training, Dodge, Eschew Materials, Fleet, Great Fortitude, Improved Initiative, Step Up, Toughness
Skills Bluff +28, Disguise +28, Intimidate+28, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (planes) +27, Perception +27, Sense Motive +27, Spellcraft+27, Stealth+22, and Survival +27 (+29 planes)
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ shape change (alter self)
ECOLOGY
Environment Underground (planar)
Organization solitary
Treasure triple
SPECIAL ABILITIES
Change Shape (Sp) An alu-kashiik can assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. This ability functions as the alter self spell (see the Change Shape ability in the Pathfinder Bestiary).
Displacement Aura (Su) An alu-kashiik is surrounded by an aura that constantly displaces its true location. This ability functions as a displacement effect and grants the alu-kashiik concealment with a 50% miss chance. The alu-kashiik can deactivate or reactivate it as a free action, and unless otherwise stated is considered to be active.
Entangle (Ex) Creatures hit by a alu-kashiik’s tendril whip must make a Reflex save (DC 24) or become entangled (see Appendix 2: Conditions of the Pathfinder Core Rulebook).
Gaze (Su) All creatures within 30 feet of the alu-kashiik that look directly at it must then make a Will save (DC 24) or be affected by one of its two gaze attacks. The first is like the dream render’s gaze attack and affects the target as a charm person spell. The alu-kashiik’s second gaze attack comes from its third eye. This alternate gaze attack affects the target as a dominate person spell.
Mind Touch (Su) An alu-kashiik can enter the mind of any creature that has a language and mentally communicate with it by making direct contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. While an alu-kashiik maintains this tactile telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
Dream Walk: An alu-kashiik can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell.
Embed Memory: An alu-kashiik can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the alu-kashiik can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell.
Mind Rend: An alu-kashiik can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the alu-kashiik is seeking. To rend the creature’s mind, the alu-kashiik must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The alu-kashiik can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round.
Mind Terrors: An alu-kashiik can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell.
Paralytic Strike (Ex) An alu-kashiik that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 24 Fortitude save for the next two consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+2 rounds for every 3 Hit Dice.
ALU-KASHIIK
It is an indisputable fact that dream renders are greatly feared and abhorred by other races. However, even more terrifying than they are the dream shrikes, for so fearsome and powerful are they that dream renders readily avoid them. An alu-kashiik is a dream render that has evolved both mentally and physically to such a degree that they possess near god-like intellect and power. To become an alu-kashiik, a dream render cocoons itself in a chrysalis, and after a quarter century, it emerges in its enhanced state. Alu-kashiiks can enter the minds of others with a mere thought, taking control of their bodies or altering the memories of their victims. They appear much as dream renders but have light blue skin with dark blue mottling, an extra pair of large tentacles, as well as a third eyes which they call the omniscient occulon, or the all-knowing eye. Not only do alu-kashiiks possess all the powers of a dream render, but they also cast arcane spells as a 10th level sorcerer with a caster level of 20th.


rg wrote:

Is there a resource for 3.5/PFRPG which includes racial stat adjustments and racial abilities for Ithilids, so that they may be used as a playable class?

Is this even feasible?

Thanks for any help!

The best places to look for something approaching a playable Illithid character would be the Flayerspawn Psychic prestige class in Complete Psionic. It has a similar feel to Dragon Disciple. It allows a psionic PC to slowly develop the powers and look of a Mind Flayer through class abilities and Illithid Heritage feats, slowly growing tentacles, developing mind blasts and even extracting brains. It could be adapted for an abberant bloodline sorcerer, maybe.

The other option is the Half-Illithid template from Fiend Folio. It gives a lot of the powers with an ECL of +5 without the need for messing around with racial hit dice. It's still probably too unbalanced for anything other than a few sessions.

The prestige class is probably the best way to go if you're planning a long term game. A slow decline into madness and monstrosity could be fun.


I'm too lazy to walk over to my bookshelves, but I think the FR Underdark sourcebook also contained some information.


Check out the "Need Comments: Converted Mind Flayer" thread :)


martinaj wrote:
I'd just like to add that I have never seen illithids work as a PC race. They just get too many abilities that should simply not be in the hands of the players. Astral Projection (a 9th level spell!) at will, levitate at will, the instant-kill provided by brain extraction, mind blast at will all, and a plethora of other spell-like abilities make for an enormous headache. This is exactly the sort of thing that led to the exclusion of playability of monster races with an "ECL" greater than +2.

They can work, it just requires a bit of imagination. I'm running a psionic 3.5 campaign, with a ulitharid (Large, 12HD, more tentacles, etc.)from Lords of Madness as a PC. It works because he's got a +9 LA, making it a character level 21 to start with, and everyone in it is around 24 or 25 now. It's D8, but it's effectively a caster-based, so with 3.5, it's much better than having D4 as Hit Die size, and with a decent con mod, it's about the same as having 24 X D4 with only 3/4 as caster levels, rather than 12D8. Kinda works. Mostly. With the level my guys are at, the fact it takes 2 round to grapple and suck a brain out, or 1 to mind blast then 1 to eat, compared to the mage who hurls quickened disintegrate around, he's not the fastest killer in the group.

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