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A new race supplement for the world's greatest roleplaying game

LORE, RACE,
BACKGROUND,
FEATS

by version
I. Almeida
1.0

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Table Of Contents

Ceremorphosis ............................................................................................................................ 3

New alien life .............................................................................................................................. 3

Half-Illithid Mutations .......................................................................................................... 4

Dual Mind .....................................................................................................................................4

Backgrounds ............................................................................................................................... 5

Half-Illithid Names ...................................................................................................................5

Half-Illithid Traits ....................................................................................................................6

Feats ................................................................................................................................................7

2 TABLE OF CONTENTS
Half-Illithid

I
llithids, more known as Mind Flayers, are the However, if the humanoid
scourge of the planes. Several worlds have fallen manages to escape from
under their tentacles and greed. Mind Flayers are the responsible
enslavers, tyrants, and masterminds of countless Illithid, he or
evil schemes. she can survive
Illithids implant their larvae inside humanoids until the tadpole
and let them eat the host, few creatures can survive awakens.
this process. The individuals who survived the Another
transformation, had their bodies severely damaged, and possibility, even
some Mind Flayer characteristics replaced their previous more rare, is
physical traits. infection with
one stray
Rare creatures can endure the Mind Flayer tadpole,
ceremorphosis. But I really don't know if they are without the help
lucky or doomed... of an adult Mind
-- Unknown mage, from Letters from the Underdark. Flayer. These ones who survived to
ceremorphosis are called incomplete
Ceremorphosis Mind Flayers, or Half-Illithids.
Mind Flayers are sexless creatures. They reproduce via New alien life
ceremorphosis, which is an asexual process. Once, or
twice, in life, a Mind Flayer lays a clutch of eggs. Out of The tadpole is psionically attached to
these eggs are born Mind Flayers tadpoles, they are a kind the half-illithid brain, making extraction
of larva. The tadpoles are raised by an Elder Brain for almost impossible. A fair amount of the
approximately ten years, and few can survive due to their host gray matter was mixed with
cannibal nature. Once the tadpoles reach maturity, they Mind Flayer tissues. The humanoid
need to be implanted in a compatible humanoid. The must coexist with the parasite. The tadpole
tadpole parasitizes a humanoid for days while eating the enzymes and psionic energy change body and mind of the
host's brain. After consuming the brain, the Tadpole host, making the humanoid looks like a Mind Flayer. Half-
merges with the deceased body becoming an adult Illithid. Illithids can be in different stages of infection, which can be
The ceremorphosis process is complex and occurs visible by physical changes. In the early stages, Half-Illithid
mainly in three stages: insertion, eating and merging. looks like a typical humanoid. Still, as time flows, the
mutations will appear and grow.
Insertion. It is the first stage, the Mind Flayer tadpole is Usually a Half-Illithids hide their own nature. He or she
inserted in the victim's cranium. The larva can enter is not a Mind Flayer, nor is it a typical humanoid. The Half-
through the nostril, eye socket, ear canal, or any cranium Illithid does not belong to anywhere, and his or her fate is
opening as a mortal wound. The tadpole is naturally become an abhorrent brain-eater. If people know of the
programmed to looking for the host brain. condition, the Half-Illithid will likely be taken into custody,
Eating. As soon as the tadpole finds the brain, it will thrown into a dirty prison or even summarily killed. Also, if
stick to the region and start eating the gray matter of the the Half-Illithid comes into contact with a Mind Flayer, the
humanoid. At this stage, the victim can be saved by Illithid will probably kill the hybrid and taste an unusual
killing the tadpole. However, it is a challenging task due kind of brain.
to the larva location. The eating process happens over a Discretion is essential for a Half-Illithid what makes it
few hours. As the tadpole eats the brain, it replaces the perfect for a rogue-ish character. Half-Illithids tend
organ with Mind Flayer tissues. naturally toward magic (the psionic presence of the tadpole
Merging. At this point, a fair amount of the host's brain enhances the brain activity), making it well suited to
was devoured. The parasite starts to dominate the body. wizards and artificers.
Once this stage is achieved, the creature is lost, only a
wish spell could restore the humanoid. Within some
days, the host will suffer several mutations and become
an adult Mind Flayer. Usually, the newborn Mind Flayer
will be trained in an Illithid city.
Not all humanoids are compatible with the
ceremorphosis, only humans, elves, gith, grimlocks, gnolls,
medium size goblinoids, and orcs can become full Mind
Flayers. Actually, Illithids conduce several ceremorphosis
experiments with any kind of creature.
In the rarest cases, the ceremorphosis process is
incomplete in the last stage. The tadpole fails to completely
eat the host's brain and hibernates inside the individual's
head during the merging phase. Since the tadpole was
unable to merge with the humanoid, the Mind Flayer who
implanted the larva would normally kill both humanoid and
tadpole.
HALF-ILLITHID'S LORE 3
Half-Illithid Mutations
During the Half-Illithids remaining life, their bodies slowly
become more and more Illithid-like. The substances
produced by the Mind Flayer tadpole gradually affect the
host's physical appearance, and the psychologic state as
well. The changes start with minor symptoms and light
spots on the skin but later evolve to the presence of major
Illithid characteristics, such as tentacles.
d6 Physical Change
1 Some part of my body has a different color (green,
blue or grey).
2 My tongue looks like a Mind Flayer tentacle.
3 One of my eyes present strange coloration and move
by its own.
4 I look lifeless and empty. People often ask me if I am
sick.
5 Sometimes my voice fails or sounds abhorrent, I feel
someday I will lose it.
6 I lost all my hair, and one tentacle appeared in my
body.

Dual Mind
During transformation, drastic changes in personality are
common as a person becomes an Illithid. The Half-Illithid
can identify himself or herself as a humanoid and deny the
Illithid half. Or the creature has the Mind Flayer mindset,
and consider himself or herself as a failure. The
ceremorphosis stage dictates the psychological state of the
Half-Illithid.
At intermediate stages of merging, it is not uncommon
the Half-Illithid has multiple personalities. They typically
present two personas: one associated with their past selves
and another one related to the growing tadpole.
d6 Psychological Trait
1 I fear to sleep, every day I have terrible dreams about
my body changing into a monster.
2 Someone is watching me all time. I am sure the Mind
Flayers will haunt me forever.
3 I need to survive at all costs, even if I need to kill
who discovered my secret.
4 I am a superior being, even with my incompleted
body.
5 I have a different personality who speaks with me
inside my head, sometimes I talk to it loudly.
6 I don't worry for other creature besides me. Once I
cared, but now... I am genuinely indifferent.

4 HALF-ILLITHID'S MUTATIONS
Backgrounds Half-Illithid Names
The Haunted One background is specially good for one Half-Illithids are ex-humanoids
Half-Illithid. You can also choose another one related to from various races. They can
humanoid life previous life. keep their original name as a
personal choice. After the
d4 Past mind fusion caused by the
1 I was captured by Mind Flayers and used as a vessel failed ceremorphosis, the
for their experiments. An enemy attack allowed me individual can retain his
to flee from jail. Now I live in the shadows hiding or her own name, and
from the Illithids and keeping my current state as a
secret.
and part of the memories.
Sometimes the
2 Once I fell unconscious in a cave, I was saved and transformation is followed by
brought back to the surface after a few days. Since amnesia or partial memory
that day, I can transform my body into a monstrous
form, and my personality became more lonely and
loss, in these cases, the
indifferent to others. I do not know what happened individual renames himself or
to me, but it is growing day by day inside me. herself as he or she seems fit.
3 I failed to take this body. As a Mind Flayer, I am
incomplete. I hope I could finish my maturation.
While I am not fully developed, I work as an Illithid
spy on the surface.
4 Some time ago, I was near to death, and I met an
octopus-like creature. It presented itself as an
Alhoon. I believed I was saved, but actually, I became
a monster... Since then, I think that thing is always
watching me.

HALF-ILLITHID'S BACKGROUNDS 5
Half-Illithid Traits Mind Flayer Awakening. Starting at 3rd level, you can use
your action to awaken the Illithid sleeping inside you,
Ability Score Increase. Your Intelligence score increases causing your body to morph into a Mind Flayer-like
by 2. creature, and a psionic aura surrounds you. The instant
Age. The incomplete ceremorphosis severely damaged the you transform, other creatures within 10 feet of you must
host body of the humanoid. Half-Illithids has small succeed on a Intelligence saving throw (DC 8 + your
lifespans compared to other races, usually living no more proficiency bonus + your Intelligence modifier) or
than 20 years after the infection. If the Half-Illithid lives become stunned until the end of your next turn.
enough, the tadpole can awaken and finish the Your transformation lasts for 1 minute or until you end it
ceremorphosis process. as a bonus action. During it, once on each of your turns,
Alignment. The Half-Illithid can retain its former you can deal extra psychic damage to one target when
alignment before ceremorphosis. In the case of total you deal damage to it with an attack or a spell. The extra
amnesia, Half-Illithids tend toward neutral evil. psychic damage equals your level.
Size. Your size is medium. Once you use this trait, you can't use it again until you
Aberration. Your creature type is an aberration, rather finish a long rest.
than humanoid. Languages. You can speak, read and write Common.
Speed. Your base walking speed is 30 feet. Subrace. Half-Illithids subraces depending on the former
Darkvision. Built to the depths of the Underdark, you have humanoid race which was exposed to the
vision in dark and dim conditions. You can see in dim ceremorphosis. They can be: Human, Elf, or Orc
light within 60 feet of you as if it were bright light, and in Former races
darkness as if it were dim light. You can't discern colour
in darkness, only shades of grey. Human
Abhorrent Survivor. You have proficiency in the Survival Ability score increase. One ability score of your choice,
skill. except Intelligence, increases by 1.
Dual Mind (Illithid). You have advantage on all Intelligence Skill. You gain proficiency in one skill of your choice.
saving throws.
Elf
Image: Half-llithid Ability score increase. Your Dexterity score increases by
unleashing the 1.
Fey Ancestry. You have advantage on saving throws
Mind Flayer against being charmed, and magic can't put you to sleep.
Awakening Extra Language You can speak, read and write Elvish.
Orc
Ability score increase. Your Strength score increases by 1.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Extra Language You can speak, read and write Orc.

Optional Rule: Mind Flayer


Resurrection
After the Half-Illithid death, the DM can resurrect
it as a Mind Flayer.
The resurrection means the tadpole overcame
the humanoid and dominated the body. The
rebirth can be instantaneous, after a few days, or
never. It is all up to your DM.
The new Mind Flayer is controlled by the DM
and has a lawful evil alignment. The creature is
unlikely to engage in any dangerous fighting and,
if possible, will try to eat the nearest brain. If the
DM wishes, the aberration can fight one last
battle as the character's deathwish and then flee
using the plane shift spell.

6 HALF-ILLITHID'S TRAITS
Feats You choose to learn the dissonant whispers
spell or the wrathful smite spell. You can
Telepathy Initiate cast this spell without expending a spell
Prerequisites: Half-illithid slot. Once you cast the spell in this
way, you can't cast it again in this
You awaken the ability to mentally connect with others. You way until you finish a long rest.
gain the following benefits: You can also cast this spell using
spell slots you have of the
Increase your Intelligence, Wisdom, or Charisma by 1, to a appropriate level.
maximum of 20. Intelligence is your
You can speak telepathically to any creature you can see spellcasting ability
within 30 feet of you. Your telepathic utterances are in a for this spell.
language you know, and the creature understands you only
if it knows that language. Your communication doesn't give
the creature the ability to respond to you telepathically.
You learn the detect thoughts spell. You can cast this
spell without expending a spell slot. Once you cast the spell
in this way, you can't cast it again in this way until you
finish a long rest. You can also cast this spell using spell
slots you have of the appropriate level. The spell's
spellcasting ability is the ability increased by this feat.
Psychic Adept
Prerequisites: Half-illithid
You have become familiar with spells that attack your
opponents' minds. You gain the following benefits:
Spells you cast ignore resistance to psychic damage. In
addition, when you roll damage for a spell you cast that
deals psychic damage, you can treat any 1 on a damage die
as a 2.

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FEATS 7

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