When your brain worm eats all the other brain worms.
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When your brain worm eats all the other brain worms.
Fantasy Ecology: Vampire Illithid
I'm really sorry Nucklavee, you missed out again, 6 votes to 8. One day you'll get your chance, you weird skin-weilding beastie.
Illithids, commonly called Mind Flayers, are a common and notorious foe in Dungeons & Dragons. They make an excellent BBEG (Big Bad Evil Guy) because they are extremely dangerous, able to be leveled, organized, and intelligent enough that you might be tempted to think you can reason with them.
And the whole 'brain eating thing' is just icing on the squishy, salty cake.
There's a bunch of cannon information on them, and other abberations, in the Lords Of Madness book, which is highly recommended if you're into that sort of thing.
They are an excellent horror monster with a strong sense of 'other', in part because of the frankly bizarre reproductive cycle that involves taking a sapient humanoid host for the body and parasitising it while it's sill alive.
But Illithids are more complicated than they look (and they already look complicated), and they look like they're actually being domesticated or farmed.
I present to you the so-called Vampire Illithid.
You can see this dude (gender neutral, they're canonically true hermaphrodites like most snails are) looks an awful lot like the classic Illithid, but with several vital differences.
Es que quiero que me demanden? XD son respectivamente un Intellect devourer, Neothelid y un Tarrasque Nota: solo basados, no me demanden pls xD
The Illithid Life Cycle
Greetings humans. I would like to share with you the gloriously complex and superior life cycle of the Illithid species.
this will be a multiple-repost series, so if you are interested in more, check the notes periodically.
I hope this will make your kind appreciate the great honor your species is going to be given, to be incorporated into this cycle.
OK, so lets start with something important. The life cycle of the common illithid is not actually the natural life cycle. This should be clear upon analysis of our breeding habits. Our current life cycle is the result of a symbiotic relationship with a species known as the Elder Brains, the mature form of an Intellect Devourer. So in this post, I will cover the natural life cycle first.
An illithid is produced as a batch of tadpoles from the parent. In most cases, this tadpole is excreted from what was once the genitals of the host, which have since been adapted to tadpole production. The tadpole is excreted into some water-based fluid, and if it survives long enough without being euthanized, eaten, or taking a host, it matures into a Larva, seen below.
These larva will remain barely sentient without any consumable grey-matter. They will, however, continue to grow in size and power. Eventually they will attach to a sentient host and consume it, gaining full consciousness in the process. However, since their prey is typically dead when it is consumed, the larva will be driven insane. The influx of psychic energy triggered by the introduction of sentience will in turn trigger massive physiological changes, resulting in the next form, a Seugathi, seen below
Over time, the Seugathi will increase in size, intelligence, and psychic power as it continues to consume not just grey matter (like a respectable Illithid) but the rest of the body as well. Eventually it will reach the next stage in it’s development, a full grown Neothelid, seen below:
These monstrous creatures are utterly insane and hyper intelligent. They will lash out at any sentient creature, including other illithids, hoping to boost it’s own intelligence so that it may continue to ponder the unknowable questions of the universe with increased processing speed. They are likewise capable of producing illithid tadpoles. However, they never lay them in a pool that has an Elder Brain, resulting in them always becoming Seugathi, and they typically eat their Seugathi children before they can fully mature to gain their collected intellect. Only when a Neothelid dies are it’s children able to mature into other Neothelids.
Neothelid and Purple Worm minis for d&d. The Purple Worm also has a 3-part version for more dynamic boss battles.
Neothelid Overlord
The neothelid, as I’ve written before, was Pathfinder’s answer to D&D’s proprietary mind flayers. But it served another purpose as well. Remember that, originally, Pathfinder was not a game system; it was a game setting—and as such, it needed to differentiate itself from the other 3.5 settings out there. Neothelids, with their wormlike shapes, suite of mental powers, and seugathi servants, confirmed what other early Pathfinder products had already begun to suggest: Golarion was a world where Lovecraft’s Old Ones and Outer Gods had a definite footprint...or rather, a definite pseudopodprint.
The neothelid overlord is a neothelid on its way to becoming…something else. Something much closer to those entities that dwell in the blackness between the stars. The overlord’s head splits. Its consciousness begins to transcend its biology. Its tails dig as if they want to become roots. Its psychic powers become true psychic magic. And just looking at it risks madness.
At CR 20, neothelid overlords are campaign-ending villains. Defeating a conclave of these creatures should be the culmination of years of effort in game time (and possibly even real time). Of course, failing to defeat a neothelid overlord conclave…well, that doesn't even bear thinking about.
Adventurers bring down a city’s ruling class of necromancers…in the process, exposing a subterranean kingdom of ghouls to the notice of the surface world as well. But it turns out the ghoul kingdom is a necessary evil, for they are all that keeps a neothelid overlord in check in his mushroom-forest vault.
Strange benefactors have aided a party of adventurers against demons and devils throughout their career. But then these same benefactors begin to suggest strikes against druid stone circles, goodly temples, and even angelic redoubts and hidden celestial cities—a pantheistic hatred alarming in its intensity. Careful investigation uncovers seugathi cultists and rumors of dark wormlike lords older than the gods themselves, who worship Powers from a reality that predates this one.
The world of Chasm should have split in two—as is all too apparent from the near-bottomless canyon that circles the planet like a hellish meridian. The only thing holding the shattered sphere together is a monstrous bhole trapped in stasis long ago. Now, a neothelid conclave seeks to awaken the bhole and free the worm to split Chasm like an apple in an offering to their dark gods.
—Occult Bestiary 36–37
Which Edition of D&D had the best design/artwork of a Neothelid?
Second Edition
Third Edition
Fifth Edition
DND Monsters: Neothelid
From: Waterdeep: Dungeon of the Mad Mage, Volo's Guide to Monsters and Mordenkainen Presents: Monsters of the Multiverse
Gargantuan Aberration, Typically Chaotic Evil
AC 16 (natural armor)
HP 232 (15d20 + 75)
Speed 30 ft.
Str 27 +8 Dex 7 -2 Con 21 +5 Int 3 -4 Wis 16 +3 Cha 12 +1
Saves Int +1 Wis +8 Cha +6
Senses Blindsight 120 ft. (blind beyond this radius)
CR 13
Traits
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.
Actions
Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 11 (2d10) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 21 (6d6) acid damage at the start of each of the neothelid's turns.
If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The neothelid casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16):
Spells can be found in my tags except for Feeblemind which has a link that describes what it does
At will: levitate
1/day each: confusion, feeblemind, telekinesis