From: Bastardo Subject: Illithid PCs Illithid Ability Score Adjustments. The initial ability scores are modified by a +2 bonus to Intelligence and Wisdom, a +1 bonus to Constitution, a -2 penalty to Strength, and a -3 penalty to charisma. Ability Score Ranges. Ability Minimum Maximum Strength 3 16 Dexterity 3 18 Constitution 5 18 Intelligence 9 19 Wisdom 9 19 Charisma 1 14 Class Restrictions. Class Maximum Level Warrior Fighter 13 Wizard Mage 14 Priest Cleric 12 (based on the priesthood of the illithid god Maanzecorian from the Monster Mythology book. If you rule that illithid's can worship other gods, this could be any number) Rogue Thief 8 Psionics Psionicist Unl Additional XP cost. Your call. Anywhere from +50% to double normal. Hit Dice. As normal for class. Alignment. Normal illithids are of lawful evil alignment, but PC illithids may be of any alignment. PC illithid psionicists must be of a lawful alignment to reflect their discipline. Natural AC. 5 from their slick, rubbery skin. Languages. Illithid, Drow, Duergar, Myconid, Beholder, Svirfneblin, Common, Underdark Common Special Abilities. Non-Psionicist illithids gain the following powers, usable once per round, castas a wizard of the same level as the user. Powers are gained at a rate of one every other level (starting at first level). Targets of the power suffer a -1 penalty to their saves for every three levels of the illithid, to a maximum of -4. Powers: ESP, suggestion, charm person, levitate, astral projection, charm monster, plane shift. All illithids have innate powers of telepathy, usable to communicate to creatures. If the creature is unwilling, it gains a save to avoid the illithid's communication. Non-wizard or priest illithids have innate magic resistance, starting a rate of 10% and increasing 5% per level until it reaches its maximum of 90%. This magic resistance works against all magic, including benificial or healing magics. This resistance also affects magic items in the illithid's possession. When an illithid gains a magic item, he or she must make a resistance roll. If the roll fails, the illithid can use the item normally from that point on. If the roll succeeds, that magic item will never function for the illithid, but it can function normally for other characters. An illithid may attack with its four facial tentacles in melee. These tentacles do 2 points of damage if they successfully strike, and will attach to the victims skull. An attached tentacle does not continue to do damage while attached and can only be removed by a successful bend bars/lift gates roll, by dealing it 5 HP of damage (also dealt to the illithid, and lost tentacles will regenerate in 2-5 weeks), or if the illithid releases the tentacle. If all four tentacles attach to a victim's skull, the illithid can begin to extract the victim's brain to feed upon, a process that takes 1-4 rounds and leaves both the victim and illithid helpless during the process. If the illithid is successful, the victim is immediately slain. If companions attempt to forcibly remove the illithid during the feeding process, the illithid will suffer 1d8 points of damage from damage to its tentacles and the victem will suffer 2d4 points of damage and must make a save versus wands or suffer a loss of 1d3 points of intelligence permently from damage to the brain. Finally, once 8th level is attained, a PC illithid may release its deadly mind blast once per turn. This attack produces a cone of pure mental force that will cause any creatures in its path who fail a save versus wands to be rendered helpless for a period of 3d4 rounds. The cone is 60 feet long, 5 feet wide at the illithid, and 20 feet wide at its terminus. Special Disadvantages. In addition to those listed above (psionicists don't gain special powers, wizards and priests don't gain magic resistance, magic resistance affects both benificial spells and magic items), the illithid has the following disadvantages. Illithids of any class cannot wear armor. This is both cultural and because of the great discomfort it causes their skin. Also, once per week, an illithid must consume the fresh brain of a creature with an intelligence of at least 7. This brain can not come from a creature who is dead and must come from a creature who is at least partially conscious (above 0 hit points). If a week goes by without consuming a brain, the illithid loses one point from all abilities and suffers a 1 point penalty to all rolls. This loss continues for a month. If by the end of a month's time the illithid still has failed to consume a brain, the creature dies. Lost points are regained at a rate of one week's penalty per brain consumed (i.e. an illithid who goes for three weeks without sustenance must consume three brains).