“ | The eldritch horror could be heard in the darkness, a horrid slurping noise foretelling it's approach. It slipped out of the shadows far closer than expected, it's warped mouth expanding and revealing a nightmare of teeth below. So terrified b its visage, the flash of a knife across the belly went unnoticed, until it was too late.
— D&D Monster Manual
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Summary[]
Mind Flayers, or Illithids are essentially purple humanoids with squid-like heads. They devour all other races and feed on the intellect held within their brains. They will resort to diplomacy with other races if it means they have a greater chance of devouring brains. They despise Drow, as they interrupt their feeding more than any race.
Powers and Abilities[]
Tier: 9-B | High 8-C | 7-C
Name: Mind Flayer | Illithid Wizard | Illithid Assassin
Origin: Dungeons and Dragons
Gender: Varies
Age: Varies
Classification: Eldritch Aberration
Powers and Abilities: Superhuman Physical Characteristics, Telepathy, Mind Manipulation, Mind Absorption, Waterbreathing, Darkvision, Levitation, Can Slow the fall of itself via psionics | All base abilities and Magic, Sound Manipulation (Ghost Sound), Telekinesis (Mage Hand, Telekinesis), Electricity Manipulation (Shocking Grasp, Lightning Bolt), Light Manipulation (Dancing Lights), Sleep Manipulation (Sleep), Illusion Creation (Disguise Self, Hallucinatory Terrain), Status Effect Inducement (Ray of Enfeeblement), Invisibility, Forcefield Creation (Shield, Wall of Force), Clairvoyance | All base abilities and One Hit Kill, Athleticism, Stealth
Attack Potency: Wall level (Comparable to foes capable of using abilities such as burning Hands and Whirlpool) | Large Building level (Comparable to foes capable of using Disintegrate) | Town level (Comparable to foes capable of using Storm of Vengeance and Meteor Swarm)
Speed: Subsonic (Comparable to base-level adventurers) | Subsonic | Subsonic+ (Capable of moving five times faster than the typical Illithid for short periods of time)
Lifting Strength: Regular Human
Durability: Wall level (Can withstand minor beatings from base-level adventurers) | Room level (Can withstand minor beatings from a mid-level adventurer) | At least Multi-City Block level (Capable of surviving minor beatings from upper-level adventurers)
Stamina: Relatively high
Range: Dozens of meters | Dozens of meters, higher with magic | Dozens of meters, melee range with OHK
Standard Equipment: Masterwork Dagger | Spellbook and Magical Focuses | Vorpal Shortsword
Intelligence: Above Average | Genius | Gifted
Weaknesses: Glass Cannon Syndrome, Intense focused light on the eyes causes it to spasm,
Other[]
Notable Victories:
Notable Losses:
Inconclusive Matches: