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Ghost in the Shell

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Descent
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Site Title

Mind Flayers (also called Illithids) are so insidious, diabolical, and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies' minds.
A mind flayer is a strange creature, standing some 6 feet tall, that is humanoid only in the most general terms. Its flesh is rubbery and mauve, glistening with chill slime. The creature's head looks rather like a four tentacled octopus, made all the more horrible by a pair of bloated, white eyes. Its mouth, a revolting thing like a lamprey's maw, constantly drips and oily slime when it is not siphoning the out the brains of living prey.
In addition to being highly intelligent, wholly evil, and terribly sadistic, mind flayers are utterly self serving. If an encounter turns against the creature, it flees at once, caring nothing for the fate of its companions or servitors.

Racial Traits:

Ability Score Modifiers:

+2 Strength, +4 Dexterity, +2 Constitution, +9 Intelligence, +7 Wisdom, +7 Charisma.

  • Psionics (Sp):
    At will--Astral Projection, Charm Monster, Detect Thoughts, Levitate, Plane Shift, and Suggestion. These abilities are as the spells cast by an 8th level Sorcerer (save DC 13+ spell level).

    • Mind Blast (Sp):
      This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

    • Telepathy (Su):
      Mind Flayers can communicate telepathically with any creature within 100 feet that has a language.

  • Improved Grab (Ex):
    To use this ability, the mind flayer must hit a Small to Large creature with it's tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head.
    After a successful grab, the mind flayer can try to attach it's remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

  • Extract (Ex):
    A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

  • Natural Armor:
    A mind flayer gets a +3 natural armor bonus to AC.

  • Magic Resistance:
    Mind flayers have a Spell Resistance of 25.

Size: Medium

Base Speed: 30 feet

Automatic Languages: Undercommon, Illithid
Bonus Languages: Any

Page Last Updated Feburary 23rd, 2005

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