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Mind Flayer

By willingness or force, you were forged by a dark ritual, removing your soul and placing it within a vessel to give you a new, boundless body as a vehicle for your whims. You serve to empower other undead creatures in their fight against the living, proving to be a tool for vengeance and carnage alike. So long as your soul remains, your war never ends.

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Whether you underwent this ritual of your own choosing to empower yourself or were forced to rise as a Soul-Wight by another. Your soul resides within a Soul Coin that remains in your possession or in the hands of another. Whoever holds it controls your destiny. Either by choice, or by force, you serve those who seek to turn undead against the living. Your new powers are beyond that of normal undead and you may retain the memories of your previous life, though they may be muddled, broken, or gone entirely after undergoing the rites of transformation.

Mind Flayer Icon.png
Mind Flayer Card.png

This is a roleplay acquired affliction. To make a Soul-Wight, you must first access Restricted Research and learn about the Libram of Souls and Flesh. With possession of the libram, you may take Soul Slivers as a consequence to PvP.

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Researching the Libram of Souls and Flesh also unlocks the ability to perform the ritual of Soul Raising.

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Ritual of Soul Raising

Must be performed on Unholy Hallowed Ground. All reagents are lost regardless of ritual roll.

  • 10x Soul Slivers

  • 1x Diamond

  • 5x Incense

  •  25x Arcane Residue

  • 1x Living Creature who is the Target

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(( A player must consent to becoming a Soul-Wight. The ritual will always succeed.))

A character loses access to their race, class, and subclass by choosing this affliction. You do not require character levels or experience to access features. You may attune to non-class restricted magic items.

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Basics

  • Base Hit Points: 68

  • Actions: 2 Attack, 1 Bonus, 1 Reaction

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Proficiencies

  • Armor: None

  • Weapons: None

  • Proficiency Bonus: +4​

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Magical Resistances

Your kind hail from a realm far away. It has helped shape you survive in more harsh realities. You gain Physical Damage Resistance to all attacks. +1 to all Saving Throws, and your base Armor Class increases by 3.

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Mind's Hunger

llithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. The strain of combat intensifies this need. If you are under the effects of the Steeled Mind buff from using the Extract Intellect Consequence in the last 48 hours your Mind's Hunger starts at 0. Otherwise it is set to 6.

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Mind Blast

As a Full Round Action the Mind Flayer magically emits psychic energy in a 3 tile cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 4d8 + 4 psychic damage and be stunned until the end of their next turn.

Increases Mind's Hunger by 4.

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Summon Intellect Devourer

Mind Flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. They then summon them to their side in combat to aid in their master's evil plans.

You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points.

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As a bonus action on each of your turns, you may shield yourself and any allies within 1 tile with psionic energies. Granting them +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Saving Throws until the end of their next turn.

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Extract Brain

Call forth one of your thrall, sacrificing them for your grand designs. Your active minion's HP becomes 0. You reduce your Mind's Hunger by 2.

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Psionic Commander

When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. These thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. As a reaction when you have an active Minion you may order it take the damage intended for you. Reducing the amount you take by, up to, the minions remaining Hit Points.

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Innate Spellcasting

You have a natural talent for dealing in magics that effect the minds of others. Additionally you gain a +2 bonus to Spell Bonus (INT). You may cast the following spells with your available spell slots:

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Illithid Weaknesses

You have weakness to psychic damage.

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Sunlight Sensitivity

While in sunlight, the soul-wight has disadvantage on perception checks that rely on sight.

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Shackled Soul

When you were created, your soul was used as a catalyst in the ritual. It was bound within the confines of a Soul Coin that now exists on this plane. So long as this coin exists, you cannot be destroyed. If you fall in battle and your body is destroyed you will manifest again so long as your soul remains tethered to this coin.

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Whoever possesses this coin can exert great control and command over you as they hold your very existence in the palm of their hand.

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Curse of the Grave

Healing magics have no effect on the undead.

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