Illithid

Aberrations from an alien realm that lurk all places the sun doesn't shine, they feast on brains and seek to assimilate all into their hive mind.

Illithid: Hive Mind.

Advantage on Int and Will saves, you can communicate to all hive members telepathically.

Intellect Devourer
Lvl 2 small aberration(illithid) - Skirmisher
834
Choose one.
  • Claws.

    2d4+6. On Hit: Riding

  • Steal Body.

    (Must be riding target) the GM immediately spends one of the targets Actions to move or attack (weapon or cantrip)

Mind Flayer
Lvl 7 aberration(illithid) - Controller
M663
Choose one.
  • Mind Blast(1 Use).

    (12-Cone) DC 14 Int save. Fail: Dazed 1 Minute (Save Ends)

  • Extract Brain.

    2d6 damage. On hit: Grappled; If the target is already Grappled this way, it takes d66 damage (ignoring defense/interpose).

  • Dominate.

    DC 14 Will save. Fail: Dominated (Dominated: You have disadvantage on rolls, and the GM spends your first action. Ended by damage)

Ulitharid [Fanart]
Lvl 9 large aberration(illithid) - Summoner
M683
Alpha Illithid.

(1/Round) another non-minion illithid must Interpose for the ulitharid.

  • Conjure Tentacles.

    Summon tentacle minions (1/Hero; d8), which act immediately. When a tentacle hits a target, it is Grappled (Escape DC 15). THEN:

  • Telekinesis.

    Move a target 8 (4 on a DC 15 Str save/ Fail: Prone). This follows forced movement rules.

  • Mass Dominate(1 Use).

    All targets that aren't dominated take 4d8 psychic (ignores armor and interpose) then DC 15 Will save, Fail: Dominated (Dominated: Disadvantage on all attacks, GM controls your first action. Ended by damage)

Brain In a Jar
Level 12 Solo Huge Aberration(Illithid)
102/heroInt ++ Will++
Psychic Link.

Each time the elder brain takes damage, you take half as much psychic damage (ignoring defend/interpose). The elder brain can read your thoughts.

After each hero's turn, choose one:
  • Tentacle.

    (Reach 4) 2d8+20 damage. On hit: Grappled (Escape DC 16)

  • Psychic Link.

    2d8 psychic damage, DC 16 Will save. Fail: Psychic Link (save ends)

  • Sever Psychic Link.

    (One psychically linked target) d88 psychic damage, concentration and psychic link both end.

  • Telekinesis.

    Fly 4. Move a target 8 (DC 16 Str for 4/ Fail: Prone)

BLOODIED:

At 50% HP, the elder brain uses psychic link against all heroes.

LAST STAND:

The elder brain is dying 150 damage and its dead. Until then, the elder brain can use its telekinesis for free each turn.