A creature that likes to flay minds


Homebrew and House Rules


1 person marked this as a favorite.

I always liked minflayers, but of course there aren't any in pathfinder for copyright issues. I created a similar creature (WHICH IS TOTALLY NOT A MINDFLAYER, DID YOU HEAR ME WOTC,THIS IS TOTALLY DIFFERENT. NO, DON'T BRING THE LAWYERS), may be useful for some dms, I hope. Also I'd like some opinions or tips on how to improve it, cause I just started as a player in path 2 (although I have experiences with other systems, played a lot pathfinder 1e also), so I ain't that expert in monster building.

The Mentefleia:

Mentefleia Creature 8
LE, Medium, Aberration
Perception +18; darkvision
Languages Aklo, Common, Undercommon; telepathy 100 ft
Skills Arcana +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +19, Stealth +14
Str +3 Dex +4 Con +4 Int +7 Wis +6 Cha +6

AC 24, Fort +12, Ref +15, Will +19; +1 status to all saves vs. magic
HP 134

Heightened Brainwaves (aura, mental) 20 ft. Any creature in the aura takes a –2 circumstance penalty to checks and DCs to oppose the mentefleia’s spells and mental abilties.
Intellect seeker (manipulate) A mentefleia attempting to Grapple a creature after a successful Tentacles strike can use their Occultism bonus instead of Athletics.
Memory adjustment ◇ (concentrate, mental) Trigger: A target creature fails a save against one of the mentefleia occult innate spells with the enchantment and incapacitation traits Effect: The target memory is altered and they don't remember the encounter with the mentefleia. Instead, the encounter is replaced with a similar one with a normal humanoid creature. Whichever the race and shape, every mentefleia leaves unconsciously a personal recurring "trace": small details all the victims remembers clearly and have in common. Every 24 h and every time the victim is left with some doubt of their recollection or the true nature of the humanoid in their memories, they may roll a DC 24 Will save. This effect lasts until the victim rolls a success, they are met with undeniable proofs or they see the mentefleia themselves. While under the effect of the spell that triggered this effect, the creature cannot roll a save to end Memory adjustment.

Speed 25 ft

Melee ◆ Tentacles +17 (attack) Damage 3d6+4 bludgeoning plus grab

Occult Innate Spells (DC 24, attack +16); 5th Dimension door, 4th Confusion, Suggestion (at will), 3rd Levitate (at will), Mind reading (at will), 2nd Telekinetic maneuver (x4), 1st Charm (at will), Command (x2) , Mindlink (x2), Cantrips (3rd) Telekinectic projectile, Daze

Brain eater ◇ (manipulate) Trigger: The mentefleia deals damage to a creature with Constrict. Effect: The mentefleia heals a number of Hit Points equal to half the total damage dealt by Constrict. If the creature is reduced to 0 HP by the damage of Constrict, or if it's used while it’s already at 0 HP, then the creature dies.

Constrict ◆ 2d6+4 bludgeoning DC 27

Mental Blast ◆◆ (concentrate, enchantment, incapacitation, mental, occult) The mentefleia syphon its psychic powers in a 30 ft cone. Creatures within the cone must attempt a DC 22 Will save. The mentefleia can't use Mental Blast again for 1d4 rounds. If the damage of this ability would bring a creature to 0 hp or below, it instead leaves them with 1 hp. However, they must roll a will save as if targeted by the charm spell of the mentefleia's spell list. Critical Success: The creature is unaffected. Success: The creature is stunned 1. Failure: The creature is stunned 2 and takes 3d8 mental damage. Critical Failure: The creature is stupified 1, stunned for 1 round and takes 3d8 mental damage.

Occult reposte ↻ Trigger: A creature in the Heightened Brainwaves aura attacking the mentefleia missed or used an effect or a spell against which the mindflayer succesffuly saved. Effect: The mentefleia casts one of its cantrips against the creature.

So, you may notice a few differences. Here is what and why:
1- Being a cr 8 I had to add some things. The aura and the reaction are a good example of this.
2- Spell list changed. Some spells are really different between path 1, more similar to dnd spells, and path 2, where some are really different, also in the reasoning on what a monster cr-wise should have. So, no planeshift, no command. I tried to give it some manner of escape anyway, some few more spells in its psionic horror theme. Also, I created the Memory Adjustment so it may charm better things. I mean, it's a whole different thing after the charm ends thinking it wasn't a lovecraftian-like abomination to approach you (also may create some cool plot hooks I hope).
3- I changed the brain extraction dynamic. I don't like instakills, but this should make it interesting, nasty and deadly anyway.


1 person marked this as a favorite.

0. Thank you. :)

1. Grab, if the monster ability that requires an action, is automatic so "Intellect Seeker" is unnecessary. Except vs. Escape I suppose, which seems odd to pit vs. a knowledge skill. Maybe use the "class DC" of the Mind Flayer for that (even if it's the same!)?

2. You may wish to give them a ritual for planar travel. That's not an aspect I used much, though it is part of their cosmic horror lore.

3. I'll suggest the idea of them inflicting the "Stupefied" condition when they grab people. Maybe 1 level per constrict or perhaps tied to a save.
Crit success: No effect
Success: Stunned 1
Failure: Stunned 1 & Stupefied 1
Crit Failure: Stunned 2 & Stupefied 2
When the target would be stupefied 5+, instead their brain is sucked out. If you're nice, the Stupefied condition might end on its own, perhaps 1/hour.
Note that typically this would take several rounds to execute (that is if you put a 1/round cap on it, no matter how many times they constrict!) so it should be more scary than deadly. And if the Mind Flayer has to move to attack, they also can't even constrict that first round. Even with 1 crit fail, that's 4 rounds of constricting.
As is the Brain Eater mechanic is mostly invisible, especially if the party doesn't Recall Knowledge to know it exists!

4. Not a fan of Heightened Brainwaves. Seems like that should be hardwired into their DCs. Nor a fan of the mechanics of Memory Adjustment, though I like the flavor. Maybe Modify Memory spell?
Occult Riposte also doesn't work for me, so maybe I'm too old school. :)

5. Mind Flayers had really high magic resistance/SR so I'd bump their saves vs. magic to +2, like a Rakshasa or Roper.

6. Looking at Medusas (CR-1, AC 1 higher) & Night Hags (CR+1, AC 4 higher) I'm thinking the Mind Flayer's AC is too low. Also, the Mind Flayer's hit points land on the low side of their average.

7. I'd boost their Cantrips to 4th, maybe even 5th. I'd also be tempted to give them Confusion at 8th 1/day.
The Mental Blast save seems low. I'd think it'd be at least 24: 10 + 8 (level) + 6 (stat) + 2 (proficiency) - 2 (AoE). (Coming from the other direction w/ a PC's stats & higher proficiency, it also comes to 26-2 for 24.)

8. Again, thank you. I plan someday to run some older modules for newer players, so this is a good starting point for me.


Thanks for the praise. About grab, you are totally right! Damn. I also thought about the stupified when they grab people, actually. I really like the stupified take on the brain extraction. I might add that instead of intellect seeker. Of course it would be a Fortitude save, to add to the disgusting factor of having your mind probed. Literally, that is :D or I would just add every round ended in grapple the stupified 1. I mean, I don't want to bog down too much the rolls, even more considering that if you go in a lair full of these guys (maybe in search of an "ancient synapsis center", WOTC STAND DOWN I DIDN'T SAY THE NAME ELDER B-) it could become more annoying than anything. For AC,saves and hps, I feared I was making them too much OP, so why I held back. For the heightened brainwaves and reactions, it seems like all creatures with a cr near that and that can cast decently have a sort of aura. Also, I needed a decent reaction for the creature, seemed being able to do a little more damage or dazzle someone could be nice, but it's also contained in an area and activates when someone miss or the mindflayer saves, so it's not too much.
The mind alteration I explained why, and it applies to why I didn't give him a planeshift of some kind. I didn't want to go above the suggested spells for its cr. It was pointed out to me in a previous version that to get command it should be a cr 12 or something like that. And just reproducing the same effect with an ability didn't seem fair to me, so a lvl 7 spell like plane shift wasn't piqued or reproduced.

Anyway I am really happy if it inspires someone else to make its own version, thank you for the kind words and for taking some of your time to comment it :D

Community / Forums / Pathfinder / Pathfinder Second Edition / Homebrew and House Rules / A creature that likes to flay minds All Messageboards

Want to post a reply? Sign in.