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Black Crown

Games
Credits
GameDesign: Christopher Stewart
Layout: Jess (Jackdaw) Burns
Art: Jess Burns, Lydia Asselstine, Gilang Armi &
Maulido Armi
Proofreading & Editing: Mai Huynh
CoverDesign: Tonymidi Artworks

blackcrowngames.com
Masters of the Mind - Page 1
Table of Contents Glossary
Table of Contents Magic Items 15
Illithid Equipment 17
Introduction2

B
Monsters17 elow is the table of contents for terms used in the book. • Larvae. The plural of larva. In this case, multiple
Glossary3 Brainstealer Dragon  17 Some of the monsters and words used originate from ceremorph tadpoles.
Ecology4 A Brainstealer Dragons Lair  19 other sources where more details can be found. For • Lizardfolk. Reptilian humanoids who commonly reside in
Biology4 Golems22 each item, these details can be found in the listed source. humid jungles, swamps, and temperate climates Monster
Food����������������������������������������������������������������������������������������������������������������������������������������������4 Wa
B 1G:)e0 ����������������������������������������������������������������������������������������������������������������������22
Manual pg. 204.
Mouth and Tentacles������������������������������������������������������������������������������������������������������4 NPWa)aa G:)e0 ����������������������������������������������������������������������������������������������������������������24 • Aboleth. Large aberrant creatures that are said to be older
Senses������������������������������������������������������������������������������������������������������������������������������������������4 Grey Weaver 26 than the gods. Monster Manual pg. 13. • Mind Flayer. Horrid tentacle faced aberrations who feed
Reproduction������������������������������������������������������������������������������������������������������������������������4 Mozgriken28 ec)O\~e)P:¥:bWa1\˝M:1\eeWMa1Oa)˝P ––W˝
• Chuul. Survivors of the aboleth empire. Chuuls are
Culture and society 6 Skimlexis29 • Mind Flayer-kin. A ceWe0:WT eae d¥eW\ W:0 ee
cWO\eace:O\cWeaeOWe\eaeeWe0:d§ed1d
a eOW1ed1e:a
Illithid Minds��������������������������������������������������������������������������������������������������������������������������X Tzakandi31 ePTca) TOWe 01d ¤aeWP eae :O)d We\O)e W:0
subservient race by the aboleths. Monster Manual pg. 40.
Elder Brains����������������������������������������������������������������������������������������������������������������������������X Uchuulon35 O0a1:d\)&ee)~e\¨O0a1\¨:W:eeW\0)aW:\e\˝
Colonies�������������������������������������������������������������������������������������������������������������������������������������Y Urophion37 • Ceremorph. A creature that has already undergone
Generating your own Colony 7 Mind Flayer Variants 39 ceWe0:WT:\\ \ee be):˝ :e
B 01d ¤aeW\
P 1d
a 01d • Mozgriken. The resulting ceremorph after a deep gnome
Player Options 9 We\e
P :I)\e1\1e ����������������������������������������������������������������������������������������������������������39
Mind Flayer Assassin��������������������������������������������������������������������������������������������������40
¤aeW&1
P We
a ceWe0:WT\˝ undergoes ceremorphosis. Found on pg. 28.
Races10 • Ceremorph Tadpole. The larval stage of the ceremorph life • Nautiloid. A ePTe : \Te)) Da00eW O\ed bP 01d ¤aeW\˝
P
Mind Flayer������������������������������������������������������������������������������������������������������������������������10 Vehicles41 cycle. Adult ceremorphs lay eggs in brine pools. These eggs Found on pg. 41
M:SW&e1 ����������������������������������������������������������������������������������������������������������������������������12 Nautiloid41 then hatch into tadpoles where they will either be used for
&a
a S T 1d ��������������������������������������������������������������������������������������������������������������������������������13 • Oblex. A 0:d§ed \)0e eae \ caTab)e : shapeshifting
ceremorphosis or be eaten by the elder brain. 1e: Te:T)e eae e \a b\:Wbed˝
a M:Wde1&a1e1Ł\ :0b
T
Feats14
• Ceremorphosis. The metamorphic transformation that :F:e\T˝–WY
occurs when a creature becomes the host of a illithid • Psionics. Another term for psychic powers.
tadpole. The transformation begins with the brain.
• Psionicists. A person with a talent for using psionics.

Introduction •
U
Deep Gnome. A race of gnome that lives in the
1deWda W&˝M:1\eeWMa1Oa)T˝‡XW 1d
Tome of Foes pg. 113.
a M:Wde1&a1e1Ł\
• Roper. Large tentacled creatures that pose as large
\ea)a0ee\1d
a \ea)aceee\˝M:1\eeWMa1Oa)T˝–X˝W
• Shadowfell. )\: A &1:1 \a ee T)a1e : \ad:˝ eT
Very few monsters in fantasy challenges that needed updating. and monstrous natures as hostile • Doppelganger. A monstrous humanoid sized
\ad:e))\ a b)ea& T)a1e :e\ee1ce eae :~eW)aT\ ee
roleplaying are as iconic as mind We want to ensure that players aggressors. However, that is only the shapeshifter that hides in plain site in society. Monster
0aeeWa) T)a1e )&e a WeP¨ deTWe\\1 We¤ece:1 : :OW
Manual pg. 82.
¤aeW\˝
P eWeŁ\
T a ):e : \e:WP e: have a comfortable experience source material. We encourage all Wea)0˝DO1e:1Ma\eeW\GOdeT˝·W˝
these Lovecraftian monsters with while playing their games. As such, players to introduce neutral or even • Drider. The monstrous transformation forced upon daW&
• Skimlexis. The resulting ceremorph after a doppelganger
1a TTeeee
a :WbWa1\˝ePT Ł~ed a a details have been updated to remove ::d 01d ¤aeW\
P e: eeW 0e\˝
a e)~e\˝e\e
T T::WdaW&e)~e\~e a :¥e1ded:Wd\T)ea\ed
undergoes ceremorphosis. Found on pg. 29.
whole family of monsters throughout the most harmful material, such For example, in my own game, one their matriarch, house, or Lolth herself. Monster Manual
eeede:1\¨e\:0e0a&1e1e: as prejudice against people with T)aeW
P \1a e)ed 01d ¤aeW
P : pg. 120. • Spelljammer. A type of ship that can travel to other planes
current editions while others have disabilities and strong elements \ 1: ):1eW O1deW ee 1¤Oe1ce : through the power of magic or psionics.
• Elder Brain.eT )eadeW\:01d¤aeW
P \:ceeP˝ Mind
bee1 )ee be1d˝\T b::&0\ a e: : b)e\0˝
a M1d ¤aeW\
P We
a e~) eeW c:):1PŁ\ e)deW bWa1˝ \A \Oc¨ ¤aeW
P c:):1e\ We
a 0:\e c:00:1)P )ed bP e)deW bWa1\¨ • Svirfneblin.eT 1deWda
U W&eeW0:WdeeT1:0e\˝ Monster
reincarnate some of those forgotten creatures, but we want to limit his character has developed his own (or ulitharids who have not yet ascended into elder Ma1Oa)T˝‡X W 1d
a M:Wde1&a1e1Ł\:0e
T :F:e\T˝†˝
W
monsters and items and bring in certain parallels with the real world morals and a desire to explore the bWa1\˝V:):Ł\GOdee:M:1\eeW\T˝Y‡˝ W • Tzakandi. eT We\O)e1 ceWe0:WT eeW
a a )SWd:)&
a
some new ones. and advise players to use their best world and possibly even free other • Grey Weaver. The resulting ceremorph after a drider undergoes ceremorphosis. Found on pg. 31.
judgments. 01d ¤aeW\
P W:0 eeW ePWa11ca) O1deW:e\ceWe0:WT:\\˝F:O1d:1T˝–X˝ • Uchuulon. The resulting ceremorph after a chuul undergoes
\T d:e\1Łe c:0ee:Oe \:0e
leaders. • Illen’gka. The word for grey weavers in undercommon. ceWe0:WT:\\˝F:O1d:1T˝†·˝
challenges though. As time has eWe
T We
a \e))e)e0e1e\:ca\ee
changed, we must be mindful of what ba\ed \:ceeP e 01d ¤aeW\
P ea As a new and budding company, we • Illithid. eT O1deWc:00:1 :Wd :W a 01d ¤aeW˝
P • Ulitharid.ePA Te:01d¤aeW
P eaee~e1eOa))Pbec:0e\1a
Monster Manual pg. 221. e)deWbWa1˝V:):Ł\GOdee:M:1\eeW\T˝Y·˝ W
we put into the world. With that said, the top of the hierarchy showing 1e
a e:\eaWe:¥We˝eW We
a :Te1e:
some legacy material that inspired cruelty towards lower castes. This is eedbac&1da cWec\01d
a :Teeae • Underdark. An expansive underground terrain below the
• Illithid Tadpole. Another word for ceremorph tadpole.
ee :W&\ 1 e\ b::& ca0e e intended to demonstrate their evil you enjoy the fruits of our labour. \OWace:eeeaWe˝:Wd
S :aC \ed~e1eOWeWŁ\
A GOdeT˝‚‚˝
• Illithidae. eT eeW0 :W a 01d ¤aeW&1
P 1
• Urophion. The resulting ceremorph after a roper undergoes
undercommon.
ceWe0:WT:\\˝F:O1d:1T˝†Y˝

Masters of the Mind - Page 2 Masters of the Mind - Page 3


Ecology
WaeeWbPWe)ea\1aT:eWO)e1S0e
P eaed\\:)~e\¤e\ contain close to a thousand eggs and will be released either DOW1 ceWe0:WT:\\¨ ee eadT:)e 0a&e\ e\ P a e: ee
and bone. directly into the brine pool of the elder brain or into a pool :\eŁ\ bWa1 1d a de~:OW\ e¨ ee1 T)a1e1 e\e) 1e: ee
eaec:11ece\e:eee)deWbWa1Ł\T::)˝ bWa1\ee0 ea&1e\ T)ace˝ O1ce e\\a bee1 d:1e¨ ee
The mouth at the base of these tentacles is round and
They’re some sort of hive mind creature without any sort of tadpole will begin altering the physical form of the host to
free will of their own.
)a0TWeP)&e¨ e W:\ : eeee˝ ecaB O\e : e\¨ 01d Tadpoles better suit its needs.
¤aeW\
P \eWO)e e 0:\e \T:&e1 )a1Oae\ :Oe\de :
After one month, the eggs will hatch, and the tadpoles will
- Volo undercommon and deep speech. However, this hardly Ceremorphosis maintains all of the internal organs of
be We)ea\ed1e: ee bW1P ¤Od :ee T::)˝eA ee T:1e :
:)d\ ee0 bac&W:0 \Tea&1:eeW )a1Oae\¨\a eeW their host. The shapes and appearances of said organs
Dear sweet Volo. Always running his mouth, giving incorrect hatching, they are a fraction of an inch in size. The tadpoles
ingenuity allowed them to create speech boxes that give may change, but their presence (and function) persist. The
1\eW\
a :1e:Tc\ec:O)d1Łebe0:WeW:1b:Oe˝
a I1e\ )) beed 0a\edOT bWa1\1d a :Wa1\:W ee1eaP W\\a
them the ability to vocalize words better. When no speech 0:\e \1§ca1e ca1e\1 ee:\eŁ\ 1eW~:O\ \P\ee0˝ A
section, we will try to provide expansive information about eeP de~e):T1 ee bW1P ¤Od O1e) eeP Weac†1ce\1
box is available, they will use their tentacles to shape their ceremorphs nervous system is more extensive and advanced
Mind Flayer ecology and culture in a way that can be useful length. However, this is by no means the maximum size a
0:Oe:Wce a \a e:1Oe˝
a eT \:O1d\:WW§c1d a WdeW
a ea1ee:\e:W0\ce1 a )&e1a eee1\:1:eecWeaeOWeŁ\
to Dungeon Masters. tadpole can reach; if left unattended, tadpoles can grow into
:1eeeaW\ea1~:ce
a b:¨bOee\e¥ece~e˝H:e~eW¨e\ brain. Not only does this grant an extraordinary intellect,
eeWa
a 1eOa1cWeaeOWe\&1:1\a 1e:ee)d\˝
Biology \WaWe\a a0aD:WeP:01d¤aeW\
communication instead.
P )):Te:Wee)eTaec
H:e~eW¨e\1:\0a))ea\&:WeeeadT:)e\e:\OW~~eee
but it also provides the creature with a greater overall
awareness of its body.
“I’m not sure how to explain this... I’ve cut up and dissected a pools for ten years, as during that period, the elder brain they
lot of creatures in my days. Things as... ’alien’ as mind flayers Senses share space with will prey upon and devour these tadpoles.
~ce0
A :ceWe0:WT:\\ca1be\a~ed¨bOeeŁ\1a 1cWedb)P
don’t have the same anatomy as us... but when I opened e0e\e1\e~e 0aeeeW˝ O1ce ee TW:ce\\ \a \eaWeed¨
G~e1 eeW )ac& :~\Oa))P d\ceW1ab)e eaW\¨e 0aP c:0e Of the thousand eggs, one a few will survive. These surviving
up this specimen. Things looked different sure... but it was every hour, the host loses 1 point of Intelligence, Wisdom,
\a 1: \OWTW\e eae 01d ¤aeW\ P ~e
a T::WeaW1˝ePT eadT:)e\Wea c:1\deWedee§eee\e1da 0:\e1ee))e1e¨
all there. These things.... they have all the same organs we W\0a
a C ¨ 1d a deeeWeP˝ O1ce ee §W\e : ee\e \c:We\
can discern sounds and their direction, but not to the same 0a&1ee0:WeP:ceWe0:WT:\\de\Teebe1b:Oe a
do. It’s time to open up the head and examine the brain.” reaches 0, the host perishes, and their consciousness has
accuracy as most creatures. as smart as a frog).
LOdc¨E)~e1b:):\e been absorbed. A regeneration spell can restore the lost
M:We1eeWe\e1\ eeW ePe\˝eA §W\e)a1ce¨ 01d ¤aeW\
P Ceremorphosis b)eP
a \c:We\bOe))1:e&))eeeadT:)e1\de˝I1:WdeWe:
Food TTea
a W e: be1e§e W:0 ee \a0e daW& ~\:1 \a :eeW \A \:0e 0aP &1:¨ 01d ¤aeW\
P WeTW:dOce bP a TW:ce\\ \a~eee:\e¨eeeadT:)ee\e)0O\e§W\ebe&))ed˝
Because of the changes ceremorphosis has made to the de1Se1\ :ee O1deW daW&:e~eW¨ e\\ 1:e ee ca\e˝ ca))ed ceWe0:WT:\\¨ 1c eeP ea&e a 01d ¤aeW P )eW eeeadT:)ee\e)\ea\Pe:&))¨eeWeaee\eca))e1e
:\e b:dP¨ 01d ¤aeW
P b:):P \a :1e &eP ¤a˝ ePT I1\eead¨ 01d ¤aeW\
P \ee TW0aW)P 1 1WaWed )e˝\T eadT:)e1da T)acee1eaW1a :W§ce:eeead¨)):
a 1ee: of course, is its location. Spells such as greater restoration,
cannot produce enough of the necessary enzymes required c:0e\e:1a eeWe0ebe1e§e1eedaW&:e~eW¨ec:0e\ bOWW:1e:ee:\eŁ\bWa1˝ remove curse, or cure disease will not save the host. Instead,
to maintain their advanced nervous system. As such, e a \1§ca1e dWabac&˝ \A a We\O)e¨ 01d ¤aeW\
P this will require a spell such as heal or wish. Alternatively,
e1 01d ¤aeW\
P c:1\O0e bWa1\¨ eeW de\e~e \P\ee0 struggle to see the undead. :O
P c:O)d cWO\¨0Ta)e¨ :W1c1eWaee ee:\eŁ\ead1d a
harvests critical enzymes and hormones along with the More than any other living creature, the fear of being revive them with a spell such as revivify˝ I1 ee:W\eca\e
T\Pcce1eWPeePWe
a &1:1:Weed1:1˝)eW bWa1\ eea
a c&edbPeeO1deadc:O)d1Łebe0:WeWea)˝ecaB O\eee \ce1aW:¨ ee eadT:)e \a O1ab)e e: be &))ed be:We
We
a ee 0:\e cWOca) :W 01d ¤aeW P 1:OW\0e1e¨ eeP O1deade1eWaee1:b:dPeae¨01d¤aeW\
P ca1:1)PWe)P:1 attaching to the brain stem and the process of ceremorphosis
will also consume organs that are high in enzymes and 1WaWed)eWe¤eceed:1ee0˝N:ee:0e1e:1eee1eWa) has begun, the process is irreversible short of wish.
hormones, such as thyroids and adrenal glands. 01d)e\\1e\\:eeO1dead¨0a&1T\:1ceacec\1\e
aa eT O)) eWa1\:W0ae:1 1e: a ceWe0:WT ea&e\ ee&\ \a
ee0)e\\e¥ece~e˝:W\e
W :))
a \eedWeaded)::1˝
a
Mouth and Tentacles the body undergoes a complete metamorphosis. Early on in
O1e:01d¤aeW\Ł
P 0:\eTTa
a We1e1d
a TW:01e1eeaeOWe\ Reproduction the stages, it could be possible to remove a segment of the
host for the purposes of true resurrection¨bOee\OTe:GM
is their four long tentacles protruding from their faces. :T ee ~eWa
a e ceSe1¨ 01d ¤aeW P WeTW:dOce:1 \ d\cWee:1e\:O)d:W&˝
While all ceremorphs display this feature, despite the something of pure horror. But, through the eyes of a
number and placement of said tentacles varying, their scientist, they might compare it to that of wasps. Development and Aging
purposes and function maintain the same.
Eggs At the end of ceremorphosis, every cell of the host has been
Ceremorph tentacles are incredibly dexterous and can altered and replaced, leaving nothing of them. The new mind
function as additional hands. While in a relaxed state, the M1d ¤aeW\P We
a eW0aTW:dec e )aeW\¨ P \Ta11 ¤aeW
P ))~e
a 1e
ea 0e0:We\:eeW:W1a):\e¨bOe
tentacles are typically 2 feet in length. When fully extended, two to three times in their lifespan. Strangely, the mind not necessarily the identity. One could compare them to a
they have a maximum reach of 4 feet. These powerful ¤aeW
P )a\P ee\e e\ :Wa))P¨ We)ea\1 a c)Oec : e\ dream that you vaguely remember.
TTe1da
a e\ We
a \a \eW:1 \a ee 01d ¤aeW
P e\e) 1d
a from its mouth to the side of a brine pool just above the
surface of the water. Just one pool can potentially hold the The resulting ceremorph is hermaphroditic, although it
are the primary tool for extracting brains. However, these
ec)Oece\ :O1dWed\ :01d ¤aeW\˝ P Eacc)Oec)) bears no visually discernable external reproductive organs,
ee1eac)e\ d: 1:e :Wce eeWP a1e: \&O))\ bP :Wce bOe

Masters of the Mind - Page 4 Masters of the Mind - Page 5


Illithid-kin population
WeaWd)e\\ : e\ :\e˝ Ie\ ~eWa
a e )e \Ta1 \ †·
W eaP W\ DOde0e1e˝\¨T :c:OW\e¨\a \:0e
a ea :TT:\eee¥ece: Name 100 - 400 500 - 800 900 - 1,000
(varying on the host species). Despite the creature appearing intensifying their emotions. Brainstealer Dragon* nil W·ca1ce †Vca1ce
fully grown, it is an infant. For the next 20 years, the mind
I:O P eWe e: \&
a a 01d ¤aeWP b:Oe
a e\ ee)1\ 1d
a e G1:0eCeWe0:WT –dX –dX 2d4
¤aeW
P ))beedOcaeed1e\cO)eOWe˝
1\eWed
a :1e\e)P¨:O
P 0e be \:c&ed e: §1d :Oe eae GWePeaW ~eW * nil ·ca1ce WVca1ce
Ulitharids :~eWa)) eŁ\ c:0T)eee)P 0\eWab)e˝ M:\e 01d ¤aeW\ P We
a
Mind Witness 1d3 2d4 2d4+2
constantly in a state of anger, fear, envy, hate, shame,
DOW1e\ )e\a a eadT:)e¨ O)eaWd\TTea
a W 1: d¥eWe1e M:SW&e1 2d8 –dX 2d4+1
resentment, contempt and anxiety. The closest they might
than other tadpoles and are indistinguishable from the rest
feel to happiness is pride, although that pride is often at S&0)e\ nil 1d2 1d3
e~e1bPeee)deWbWa1˝eT :1)P1:eab)ed¥eWe1ce\eae
\:0e:1ee)\eŁ\eTe1\e˝\T\)aWe)PdOee:ee1cWedb)P Sa&a
T 1d ·dW– ·dWV ·d•
1a O)eaWd)) ea&e –VeaP W\ e:W:1da de~e):T WaeeW
bO\~e
a cO)eOWe eae eeP~e
a bO)e˝ ))A 01d ¤aeW\ P We
a Ulitharid* ·Vca1ce WVca1ce –·ca1ce
than 10.
TO\ed e: ee Oe0:\e eeWe0e e: TOW\Oe ee e)deW bWa1Ł\
Urophion 1d8 2d8 3d10
goals. * If colonies have any, they only have 1 at most.
M1d¤aeW\
P :ee1~e
a eeW:1:a)\1d
a 0be:1\¨
a bOe they can become one with the elder brain. However, they do This includes creatures such as mindwitnesses, uchuulon,
these are both culturally and psychically suppressed. Thus, greatly fear a death that would prevent them from merging 0:SW&e1¨ 1:0e ceWe0:WT\¨ \VOd)1\¨ bWa1\eea)eW
e101d
a ¤aeW
P \eWa\P e::W
a W:01a e)deWbWa1¨eca1 with the elder brain. Although, this “oneness” with the elder dWa:1\¨eS&a
a 1d¨OW:T:1\¨\&0)e\¨1d
a WePea~eW\˝
overcome the anxiety of not having the constant presence of brain is a clever ruse. Despite the elder brain's ability to
e\e)deWbWa1¨eeca1ceee01d¤aeW
is rather high.
P )):We1eade Weca))TeW\:1a)ee\:01d¤aeW\ P e\a c:1\O0ed¨e\\ Generating your own Colony
a mere impersonation. The brains of those absorbed survive This section has provided tables for generating your own
eT :1)P ca1ce a 01d ¤aeW
P \a : beeeeW1e\ ):e 1 \a 0Oc\a e:\e:We
a eaee1 bP 01d ¤aeW\˝
P H:e~eW¨ 01d¤aeW
P c:):1P˝:T \eaWe¨:O
P 1eede:de1eP:0a1P
)ee1 ee c:):1P \ e: be ee 01d ¤aeW
P eae bW1\ the memories and experiences of those absorbed do persist, ceremorphs are in the colony.
an innovation or transcends the colony in some way. This adding to the supreme intelligence of the elder brain.
Roll 1d20 and multiply the number by 100 (re-roll on
means that most illithid will have multiple secret projects 1deW
U 1:W0a)cWcO0\ea1ce\¨E)deWbWa1\d:1ŁedeeeW:Waee 1’s.) Illithid-kin. \T 1O0beW )) be :OW
P c:):1PŁ\ e:ea)
eae eePŁWe:W&1:1˝ IeeW TeeW\ &1eee \ObDece : over time due to old age. Instead, they only become more population of ceremorphs (excluding uchuulons). At least half
their research, they might manage to accomplish their powerful. Despite how old the elder brain gets or how much it
:ee\e))beePTca):W\ea1daWd01d¤aeW\˝
P
ce~e0e1e
a §W\e¨ \: eŁ\ 0T)aO\b)e :W 01d ¤aeW\
P e: c:1\O0e\¨e)deWbWa1\1e~eWW:beP:1dceWeaa 1\Se˝IeŁ\
disclose these projects. However, this also comes with the Example: Lydia rolled a 17. She multiplies the number by 100.
be)e~edbP01d¤aeW\
P eaeeee)deWbWa1\e\e\ece\\ 100 x 17 = 1,700. Lydia’s mind flayer colony is approximately
W\&:\:0e:1ebeeWa1P ee01d a ea&1\ad:W&1d a e\ mass into the astral plane.
credit. 1,700. That means she has at least 850 mind flayers and
One theory suggests that when the number of Elder Brains at most 850 mind flayer-kin (excluding uchuulon and
H:1e\e)P¨ ee c):\e\e a c:):1P 01d ¤aeWP )) c:0e W:\ beP:1d a ceWea1 O1&1:1 1O0beW¨ eae )) a e)deW squidlings).
e: eTeWe1c1TT1e\\
a \a e &1: e \ ee WO\ : bWa1\ )) T\:1ca))P be )1&ed¨ cWeae1 :1e :Wa1\0˝
hormones it receives when eating a brain. O1ce :OP &1:: 0a1P ))ed&1 :OP ~e
a ~aa )ab)e
One powerful overmind connected across all planes. Such a in your colony, you can use the Illithid-kin table above to
Elder Brains powerful creature may itself instantly become a new deity. deeeW01eea &1d\T:TO)aee:OW
Whether or not Ilsensine would approve of such a new divine
P c:):1P˝
It is not an exaggeration to say that the entirety of mind being is another question. After rolling your results, multiply the results by a ratio of 1 for
¤aeW
P \:ceeP We~:)~e\ c:0T)eee)PW:O1d
a ee e)deW bWa1\˝ e~eWPO1dWed))ed&1:O P ~e˝
a
At the center of the hive, the elder brain plots and schemes Colonies
Culture and society 1d
a 0a&e\de0a1d\:ee01d¤aeW\˝ P I1WeeOW1:WeeW M1d¤aeW\
P eeW a 1c:00O1e\:–VV–¨VVVceWe0:WT\
Example. If you have 500 illithid-kin and roll a 2 for Skimlexis,
multiply 2 x 5 to know how many Skimlexis are in your colony
\eW~ce¨ee01d¤aeW\P )) a )::&:WaWde:eedaeaP eeeP
Illithid Minds TeW\¨&1:1eaeeeWbWa1))beWe0:~ed1d a ))be
(excluding uchuulon) called colonies. These colonies revolve (10).
W:O1d
a a \1)e )eadeW §OWec\ 0:\e c:00:1)P1a
M1d ¤aeW\
P TTea
a W e: be c:)d¨ ca)0 1da c:))eceed¨ presented to the elder brain so that they can “become one eeW
A
elder brain (although some colonies are instead led by W:))1:1 ee I))ed&1 eab)e¨:O
P )&e)P~e
a \:0e
potentially even devoid of emotion on the surface level. This with it.” It is this ritual that gives the elder brain so much of ulitharids, brainstealer dragons, or grey weavers). gaps in the total population size. You can either subtract
¨:e~eW¨c:O)d1:ebeOWeeWW:0eeeWOe˝M1d¤aeW\ P e\0a\\):1
a e))
a :ee)aW~ae1d
a 1:1))edbWa1 eae 1O0beW W:0 ee e:ea) T:TO)ae:1 :W §)) ee0 1 ee
feel as wide a range of emotion as you or I. However, their matter it consumes). At least half of the ceremorphs within the colony are We0a1deWe\ea1daWd01d¤aeW\eSP &a a 1d˝
culture dictates that they must “always remain calm” and \ea1daWd 01d ¤aeW\¨
P e ee We0a1deW : ee c:):1P
M1d¤aeW\
P d:1:eeaWdeae\:):1\a eePWe
a c:1§de1e be11:1\ea1daWd:W\:0ee0e\ca))ed))ed&1˝
suppress or internalize emotion, so it does not cloud their

Masters of the Mind - Page 6 Masters of the Mind - Page 7


Player Options
Example: Dakoda’s rolls gave him a colony of 1600 Colonies 1,000 and over Eac01d¤aeW
P ))~e
a ea )ea\e–eWa))1eeW\eW~ce\a
ceremorphs. This gave him 800 potential mind flayer-kin, but Weea1eW\˝H:e~eW¨e\d:e\1ŁeTT)P a e:\:0e))ed&1e˝
Name d100
he only rolled a total of 410. This leaves him with 390 unfilled M:SW&e1¨ OW:T:1\¨ ): Wa1&1 eS&a a 1d˝ MO)eT)P ee For the player that wants nothing more than to play an
ceremorphs. Dakoda can either: Elder Brain W·V e:ea)ceWe0:WTT:TO)ae:1bP–˝·˝::OW SP c:):1P\a ¨VVV
W aberration, I present the playable mind flayer.
Ulitharid* ·WXV ceWe0:WT\¨e))~e a W:O)P–¨·VVeWa))\˝\T cc:O1e\
a
1. A. leave them empty to round out his colony t being 1210, GWePeaW ~eWˆ XWYV :W1Pa 01d¤aeW
P eae0e~e a 0:Weea1–eWa))\˝ e1
W e0a&e:OWcaWaceeW¨e)) a ~e
a e1\e1e
a e:
which is a more natural number for a population try playing as. Some payers only want to play humans. Some
Elder Brain Dragon YW•V The following table can help identify what thralls the colony players want to play a character with an evil alignment. And
2. fill those missing 390 mind flayers with “standard” mind Adult Brainstealer Dragon •W‚V uses. ee1eeWeŁ\eeT)aeW
P :\a\¨P I1e
a e:be0:1\eeW˝
a \T
flayers, or tzakandi, if they want a lower challenge Ancient Brainstealer Dragon ‚WWVV Thrall Majority goes out to the players who want to be monsters!
colony. * If you rolled for this creature in your colony, do not add an additional
one to the colony, but instead promote it to the leader. Name d20 Now playing as an illithid does come with some planning, and
Tzakandi Bugbears 1 we wanted to provide some ideas or questions for players to
For every 20 tzakandi in your colony, add 1 tzakandi captain Mind Flayer Related Creatures Duergar –†
\&
a ee0\e)~e\e:e)TTWeTaWe:W:OWP caWaceeW˝
to your colony. Then, for every 10 tzakandi captains, add one N::O
P &1::OW
P e:ea)ceWe0:WTT:TO)ae:1¨eŁ\e0ee: Q. Why is your character no longer with their colony?
Drow ‡·
tzakandi general to the colony. §1d:Oeea e)\e)~e\e1eec:):1P˝\1
U eec:)O01
:W:OW
P c:):1P\Se¨W:))ee\Tec§eddce¨1da 0O)eT)eee
Elves X This will be one of the most important places to start as it will
Brainstealer Dragon results for every hundred ceremorphs. G:b)1\ Y :W0Wea
a edea)::OW
P caWaceeWŁ\\e:WP˝
If you rolled a brainstealer dragon on the Illithid-kin table, GW0):c&\ •‚ • Did they exhibit too much individuality and so were
W:)) :1 e\ eab)e e: §1d :Oeea &1de\˝ DeTe1d1:1 Example: Chris rolled 3 for nyraala golems and has a colony
of 400 mind flayers. Now they multiply 3 x 4 for the final Humans 10 dee0ed¤aed1d
a e)ed˛
your total colony size, roll a d100 using the appropriate • eWa
P T\)e1 ceWe0:WT:\\¨ ee c:):1P\a Ted
result of 12 nyraala golems. Hobgoblins 11
column. out, leaving your character alone when they came into
Kobolds 12
Colonies 1,000 and over the world.
Brainstealer Dragon type LSaWd:)& 13
• Were they on a mission outside of the colony, and had
Type 200 - 800 900 - 1,600 1,700 - 2,000 Mountain Dwarves W‡W·
Type 200 - 800 900 - 1,600 1,700 - 2,000 something We\O)eed1ee01e~eWWeeOW11˛
Cranium Rats 2d12 4d12 ·dW–øWV Orcs WX
Wyrmling W·V W†V nil Q. Does your character know anything about who they were
BWa1G:)e0\ 1d3 +1 2d4 –dXø† Svirfneblin WY
Young ·W•‚ †WXV W–· before ceremorphosis?
NPWa))aG:)e0\ 2d4 †dXø‡ 4d8 + 4 Quaggoths W•W‚
Adult ‚VWVV XW‚V –XY· eWe0:WT:\\
C \ e1 a 01d ¤aeW
P eadT:)e c:1\O0e\
Oblex Spawn 1d3 1d4+ 1 WdXø– Troglodyte 20
Ancient nil ‚WWVV YXWVV a :\eŁ\ bWa1 1d
a WeT)ace\ \ad bWa1)e eWa1\:W01
Squidlings 4d4 ·dX Xd•
the body into a more suitable form. The process is entirely
Colony Leader Uchuulon –dX 3d8 4d10
Spelljammers WWe~eW\b)e \a ee We\O)e1 ceWe0:WT \ e¥ece~e)P ee
)eW eceed1)P WaWe¨ ee :)de\e 01d ¤aeW
P ~e\~e
a tadpole itself.
N:eae:O
P &1:ea &1d:ceWe0:WT\We a T:TO)ae1 • For every 4 oblex spawn, add an adult oblex. Then for spell jammers. The most common variety of spelljammers
ee c:):1P¨:O
P 1eed e: &1:ea &1d :01d ¤aeW
P \ every 4 adult oblex, add one Elder Oblex. O\ed bP 01d ¤aeW\
P \ 1aOe):d\˝ H:e~eW¨ :eeW ~aWeee\ However, the process can be tampered with due to magic.
leading it. Use the tables below based on the size of your • For every 40 cranium rats, you can use one cranium rat also exist, such as Illithid Dreadnoughts, Octopus, and Cuttle This results in a ceremorph whose personality is that of the
e:ea) c:):1P \Se 01d ¤aeW\
P 1d
a eeW &1˝ ddA ee swarm. Command. :\e :W ee\ ¤a\bac&\ : ee :\eŁ\ 0e0:We\˝\T ca1
We\O)e1cWeaeOWee:eec:):1PO1)e\\\Tec§ed:eeW\e˝ We\O)e1\:0ecaWaceeW\)&ebW::d1
a 01d¤aeW P e1a
Thralls Is there a nautiloid? unmatched passion for the arts.
Colonies Under 1,000
:\\b)P
P :1e:ee0:\eeeWWP1\Tece\
a :01d¤aeW\
P \ Nautiloid d100 Q. If your character’s colony is still intact, how does your
Name d100 their ability to brainwash. Thralls are humanoid creatures No W‚· character feel about it?
Elder Brain W·V that had their mind erased and then recreated to be blindly N:1FO1ce:11NaOe):d ‚X‚‚
:bede1e e: 01d ¤aeW\˝ P Wa T ))\~e
a 1:)) :eeW :1 I\ :OW
P caWaceeW beeeW e:aWd\ ee c:):1P˛ D: eeP1e
a
Ulitharid* ·W•V Functioning Nautiloid 100
1da )))aa \P ):P))Pa :))::WdeW\W:001d¤aeW\ P 1d a e:WeD:1eec:):1P˛OWd:eePT:\\b)P1e
a e:WeD:1ee
Adult Brainstealer Dragon •W‚‚ c:):1P˛
d:ea eePe1&\be\e:Weec:):1P˝ Note: Ta
A WeP§1d1O1ce:11
a 1aOe):dca1beHU
a GE
GWePeaW ~eW 100
gamechanger for how the players interact with the world. Be
\OWee::1)P0a&e:1e~aa )ab)e:Wee0:OŁWe
P WeadPe:
allow them to use it.

Masters of the Mind - Page 8 Masters of the Mind - Page 9


The following player race options have been presented :T \Oc a 01d ¤aeW¨
P e\ 0ea1\ ee Weed:0 e: TOW\Oe eeWc:):1P)))&e)PbedWa1e:)aO):We~))10e1e\˝
a or whatever you are trying to perceive is in direct sunlight.
using the legacy rules. However, we do welcome players cWeae~e We\¨
a TOW\Oe T):\:TP :W VOee \0T)P¨ 0a&e M1d¤aeW\
P eaeWea 1eeeWWe
a )0:\e
a ceWea1)P:Oeca\e\˝ e\e
T d\ad~a1eae\ )\:
a TT)P
a e1 eWP1 e: eea
a c&
to use the updated ability score rules. decisions for themselves. O1deadcWeaeOWe\:Wd:TeWceTe:1cec&\eaeWe)P:1\e
Size for seeing the undead.
Races Stronger Together, and weaker alone Most illithids are taller than humans, but their bodies are
slender, weighing much less than a human of equal height Mind Blast
E~eWPe1 1 01d ¤aeW P cO)eOWe \ d:1e e ee
Mind Flayer understanding that the colony is more important than would. Your size is Medium. Y:O 0aP O\e :OW
P ce:1
a e: eea
a c& 1Pa e1 1 W:1e :
ee 1d~dOa)˝ L&e\e¨ eeP We
a 0:We T:eWO) e1 If you would instead rather be a gnome ceremorph, your size you with a mind blast. When you use your mind blast,
“I’ve never seen anything like it. I’ve gone on more
connected to the hive mind. However, after exile and is small. eac cWeaeOWe 1 a ·e˝
W c:1e 0O\e 0a&e 1a I1ee))e1ce
Underdark expeditions than I can count. But in all my
\:)ae:1 W:0 ee ~e 01d¨ 0:\e 01d ¤aeW\ P §1d \a~1eW:eVOa)e:•ø:OW P I1ee))e1ce0:d§eWø:OW P
years, never before had I encountered a rogue mind flayer
ee0\e)~e\ ea&e1ed 1d
a )e\\ b)e
a ea1 eePda bee1 Speed TW:§ce1cPb:1O\˝
who approached me asking me to take them with me
be:We˝\A \Oc¨01d
a ¤aeW
P \eaWe1:Oe\a 1a d~e1eOWeW
a Y:OWba\e)&1
a \Teed\†Veee
to the surface as a refugee. From what they told me on AcWeaeOWeea&e\–dXT\Pccda0ae:1)ed a \a~e¨1d
a
needs to build up their strength once more.
our journey back to the surface. The mind flayers have Aberration half as much damage on a successful save. This damage
it pretty bad if they display any signs of individuality.” Mind Flayer Names Your creature type is aberration (ceremorph) rather than 1cWea\e\e:†dXea eX )e~e)¨‡dXea eW )e~e)¨1d
a ·dXea
E)dee¨DaW~e1eTede:1Ode eX W )e~e)˝eeW
A O\1:OW
P 01db)a\e¨:O P ca1ŁeO\ee1a a
Illithid names are more complex than verbal humanoid.
M1d¤aeW\P ~e
a 1a eeWa:Wd1aW)P):11d
a c:0T)caeed c:00O1cae:1 ca1 WeTW:dOce˝ ecaB O\e 01d ¤aeW\
P until you complete a short or long rest.
\e:WP§))edeW¨ a c:1VOe\e¨1d a :TTWe\\:1˝)eW ))
a
Superior Darkvision
primarily communicate with one another using telepathy, Tentacles
: e:\ece:W\
a ccOWa
a ee)P de\cWbe : eePŁ~e eWeaeed they communicate additional concepts and properties when Y:O~e
a daW&~\:1OTe:Wa
a 1e:–V
W e˝
e1
W :OP ea&e ee eea
A c& ce:1
a :1 :OW
P eOW1¨ :O P ca1
intelligent life across the multiverse, the last point also saying names such as feelings and emotions. Infravision WeT)ace :1e ::OW
P eea
a c&\e1a O1aW0edeea a c& O\1
accurately describes life within their colonies.
G~e1 eae 01d ¤aeW\
P )~e 1 ee 1deWda
U W& 1da ca1 Your sight primarily relies on infrared light. As such, you have :OW
P ee1eac)e\˝ O1 ae¨ :OW
P ee1eac)e\ dea) dX
W ø :OW
P
Emotionally Underdeveloped \Tea&O1deWc:00:1¨eeP))\:0ee0e\ea&e:11a0e\1 d\ad~a1eae :1eea
a c& W:))\1da :1\d:0
W eWceTe:1
P I1ee))e1ce0:d§eWT\Pccda0ae˝
O1deWc:00:1˝\\T \:eeWeWa))\ca10:Weea\)P\Tea& cec&\eaeWe)P:1\ee1:O¨
P eeeaWee::OW
P eea
a c&¨
I101d¤aeW P cO)eOWe¨TeW\:1a)We)ae:1\T\We a \O11ed˝ Devour Brain
eeW1a0e:W\:eaeeePca1W1eW
a beeeeW
a WeTOeae:1eŁ\
M1d¤aeW\
P :1Łede~e):Te0:e:1a)c:11ece:1\˝I1\eead¨ You do not require typical humanoid food (but you do need
d¥cO)ee:\TWeadeaW1::1eca1TW:1:O1ce:OW P 1a0e˝
))
a We)ae:1\T\We
a ePTca))P\eWce)P:W&ba\ed˝eT :1)P water). Instead, you sustain yourself on intelligent humanoid
La\e)P¨ 0:\e 01d ¤aeW\
P d:1Łe~e a e1deWde1eee\¨ \:
comfort comes from connecting to the hive mind or the brains requiring only one brain a month to maintain good
names are primarily interchangeable.
e)deWbWa1˝H:e~eW¨e\\1Łee:\aeaP eT\Pcca))P)1&1 ea)e˝I:OW
P ee1eac)eeea
a c&bW1\cWea
a eOWee:V:WeeW
e:eee)deWbWa1bW1\TT1e\\ a :WD:P˝IeŁ\0:We&1 a e: Names: :\\&¨
Q Ge\\¨\:))¨
a Z E\d1¨be&\¨
U eO)¨
S Ga)OO0¨ hit points, you may use your bonus action to devour its brain.
eeee)1:be11W0
a \e)eeWe1eŁ\ c:)d1d a Gde:\¨ GWa)a¨S Mee) E)Vdde1~e)T¨ NŁaeW:d¨ You can also use Devour Brain on a creature that has died
raining outside. N)::W¨Ve\eWe\\¨YaWa\&W&¨eeS X Wb:W e1ee)a\e\ec:1d\˝
X
I1d~dOa)eP 1d a eTWe\\:1 Wea c:1\deWed ¤a\e1 Mind Flayer Traits e1
W :O P c:1\O0eacWeaeOWeŁ\bWa1e\¨P a :O P bWe¤P
their colonies and are quashed when possible. This is not interface with its mind. Then, when consuming the brain,
Your character shares the following traits with other mind
e: \aP eae eeP d:1Łe~ea 1\eWO0e1e\ :WWe\˝
a H:e~eW¨ 0a&eDCa †W I1ee))e1cecec&˝O1\Occe\\¨
a :O
P )eaW1ea
¤aeW\
P
eŁ\1:ebecaO\e:de\We a e:cWeaeebOeWaeeWbecaO\eeŁ\ )ea\e:1eTece:e)TO)1:W0ae:1eecWeaeOWe&1e˝
dee0ed 1ece\\aWP˝ F:W ea0T)e¨ 01d ¤aeW\
P 0e~e
a Ability Score Increase
murals or statues, but they would be for intended purposes. Your Intelligence score increases by 2, and your Wisdom Telepathy
Such sculptures might depict the elder brain, and murals score increases by 1. Y:Oca1\Tea&ee)eTaeca))Pe:1Pa cWeaeOWee1–V
W eee
may record history and events. of you. You and the targeted creature must share a common
Age language.
Free at Last
I))ed\ §1\ de~e):T1 bP ea ‚ 1d a c:0T)eee eeW Languages
Ia c:):1P dee0\ a 01d ¤aeW P \ ¤aed¨ eeP)) 0:\e
edOcae:1bPea·˝W I))ed\)~ee:beW:O1d
a †·˝
W
commonly exile it if they believe they cannot “correct” it. To Y:Oca1\Tea&¨Wead¨1d
a Wee:00:1¨
C 1deWc:00:1¨
U 1d
a
ePa Tca)01d¤aeW¨
P e\ee \a a :W\eea1deae¨0ea11 Alignment Deep Speech. In addition, you can read and write Qualith.
they will never merge with the elder brain after they pass. Illithids society is based around a combination of strict rules
H:e~eW¨ e: a 01d ¤aeW P e a \e1\e :1d~dOa)eP¨ 1d
a cWOe)eP˝\A \Oc¨ 01d ¤aeW\
P :We
a 1: ):1eWe
this can be the best thing to ever happen to them.

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Mozgriken Aberration Y:O ca1 We~eWe bac& e::OW
P 1:W0a):W0\a 1a ce:1
a :W Tzakandi Names
Your creature type is aberration (ceremorph) rather than change into another form). &a
a S T 1d1a0e\We a 0Oc)&e01d¤aeW P 1a0e\\a 01d
“Ah... I thought we had five chairs. No? Do we only have four?
But there was a fifth one yesterday during our meeting... humanoid. ¤aeW\
P 1a0e ee0˝eWe:We¨
T ee ~eWba) c:0T:1e1e\ :
Superior Darkvision
Where did we get that fifth one? Better question, where did eS&a
a 1d1a0e\~ea e)e0e1e\:b:e)SWd:)&
a 1d
a 01d
it go?” Shadow Stealth Y:O~e
a daW&~\:1OTe:Wa
a 1e:–V
W e˝ ¤aeWP 1a0e\˝
)eW 1d0)e:WdaW&1e\\¨:O
P ca1ea&eeeHdece:1
a Infravision
- Ludvic, court advisor Names: Achudin, Esdarurt, Jhazilaxx, Korthrod, Kosuum,
as a bonus action.
Your sight primarily relies on infrared light. As such, you have MeeaOW~¨:e:&~e)T¨W:
T )::W¨VW:&:\&
Master Infiltrators d\ad~a1eae :1eea
a c& W:))\1da :1\d:0
W eWceTe:1
P
Body Weaponry Tzakandi Traits
de\
P B 1¨0:SW&e1Wea e:TeeW\Te\¨caTab)e:ca11 cec&\eaeWe)P:1\ee1:O¨
P eeeaWee::OW
P eea
a c&¨
As a bonus action, you can use your innate psionics to morph
their form to hide in plain sight or, when necessary, hide in or whatever you are trying to perceive is in direct sunlight. Your character shares the following traits with other
your forearms into weapons for your use. These weaponized
shadows. When necessary, they can even see through the eS&a
a 1d˝
)0b\ dea) dXW ø :OW
P eWe1e
S 0:d§eW 1d
a dea) :OW
P e\e
T d\ad~a1eae\ )\:
a TT)P
a e1 eWP1 e: eea
a c&
senses of small animals.
choice of bludgeoning, piercing, or slashing damage. These O1deadcWeaeOWe\:Wd:TeWceTe:1cec&\eaeWe)P:1\e Ability Score Increase
Outcasts )0b\~e
a ee)e1d
a §1e\\eTW:TeWee\˝ for seeing the undead. Your Constitution score increases by 2, and your Intelligence
IeŁ\ 1:dde1 \ecWee eae 01d ¤aeW\
P We
a de\T\ed bP))˝
a While changed, the transformed limbs cannot be used to Telepathy score increases by 1.
H:e~eW¨ e~e1 0:1\e
a eeW :1 &1d \ a b)ac& \eeT˝ :)dee0\¨:WTeW:W0deeeW:O\:Wde)caeeea\&\˝Y:Oca1 Y:Oca1\Tea&ee)eTaeca))Pe:1Pa cWeaeOWee1–V
W eee Alignment
M:SW&e1~ea \eW:1b:1d\e:1e1:eeW¨
a e O\e :OW
P b:1O\ ce:1
a e: eWa1\:W0 ee )0b\ bac& :W e: of you. You and the targeted creature must share a common De\Tee01d¤aeW
P \:ceePbe11a :Wa1Sed\:ceePe
:Te\:be1b)e
a e:e\caTeeeW&1˝ change the damage type. language. \eWce
a eWaWcP¨eeeS&a
a 1dcaWe)ee)e:We¨:ee1)ea11
Tzakandi Names Limited Shapeshift Languages 0:Wee:aWd\be11eOeWa)e~)¨)&eeeW)SWd:)& a :\e\˝
&a
a S T 1d1a0e\We a 0Oc)&e01d¤aeW P 1a0e\\a 01d As an action, you can change your shape and appearance Y:Oca1\Tea&¨Wead¨1d
a Wee:00:1¨
C 1deWc:00:1¨
U 1d
a OOe\de:c:):1P
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T ee ~eWba) c:0T:1e1e\ : e: eae :a \0a)) bea\e cW•W :W ):eWeee:)):1 Deep Speech. neutral alignment.
eS&a
a 1d1a0e\~ea e)e0e1e\:b:e)SWd:)&
a 1d
a 01d exceptions.
¤aeWP 1a0e\˝
• Your ability scores do not change.
Tzakandi Size
&a
a S T 1dePTca))P\ea1d\ea 1a ~eWa
a e:Yeeeea))˝Y:OW
Names˙G\de)e¨VaWbe))¨OTa
T \&¨e)eW:)e¨
P )e1a
W O0¨ “What did you say they’re called? T’sandy? Whatever it is,
• Your immunities, resistances, and vulnerabilities do not size is Medium.
\&
a a Q ¨Wa
S e)bOee¨
S Da:\WOWe))¨DaWO\\& where can we find more people like them? Ever since joining
change.
Mozgriken Traits the militia, it’s made short work of the other recruits, and I’d Speed
• Your current and maximum hit points stay the same. love to hire more like them!”
Y:OWba\e)&1
a \Teed\†Veee
Your character shares the following traits with other • e1
W :O
P We~eWebac&e::OW P eWOe:W0¨:OW P eT:1e\ - Regina, captain of the guard
0:SW&e1˝ are the same as they were in your shapeshifted form. Aberration
Ability Score Increase • If your hit points drop to 0 while shapeshifted, you revert Fierce Entourages Your creature type is aberration (ceremorph) rather than
bac&e::OW
P :W1a):W01d a We0a1ea VeT:1e\˝ e1
W 01d ¤aeW
P c:):1e\¨ eS&a a 1dWe
a eT)ce)P Wa\ed humanoid.
Your Wisdom score increases by 2, and your Intelligence
score increases by 1. • You do not gain any abilities of the creature. Ex. If the as melee combatants and guards. They are psychically Acid Spit
cWeaeOWe\a &ee1\e1\e\¨:O
P d:1:e1a &ee1\e1\e\˝ 0TW1eede:\Tec§c01d¤aeW\ P dOW1eeWde~e):T0e1e
Alignment 1d
a We
a §eWce)P):P)a e:eaeTaWecO)aW:1e˝ You can use your action to spit up a glob of acid with a reach
• Your movement speeds become that of the creature. of 20 ft., targeting one creature. The targeted creature must
M:SW&e10:\eePTca))Pde))1\:ceeP
a eae\)aO)e~)
H:e~eW¨eSa &a
a 1d\a 1:):1eW1e\c:):1P:W\:0e 0a&e a DEX \a~1 eW:˝eT DC :W e\ \a~1 eW:
:e~eW¨0:\e0:SW&e1WeDeceee\eT):\:Te\˝ • Y:Od:1:e1a eeeea
a c&\:eecWeaeOWe˝I1\eead¨:O
P
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a be1¨ eVOa)\ • ø :OWP :1\eeOe:1
C 0:d§eW ø :OW P TW:§ce1cP
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Size TW:eece1 ee0 :1 1\e1ce¨ :W eWP e: Wec:11eceee\ b:1O\˝ A cWeaeOWe ea&e\ –d•cd a da0ae :1)ed
a \a~e
M:SW&e1ePTca))P\ea1d\ea 1a ~eWa
a e:‡eeeea))˝Y:OW • Bite. Melee Weapon Attack, reach 5 ft, one target. 1ea)0TW1eed01d¤aeW˝ P and half as much damage on a successful one. If the creature
1d6 + your Strength modifier piercing damage.
size is Small. Tactical Geniuses )\a ee\a~ebP·:W0:We¨eeeaWee\ blinded for 1 minute.
• Slam. Melee Weapon Attack, reach 5 ft, one target. eT da0ae1cWea\e\e:†d•ea eX )e~e)¨‡d•ea eW )e~e)¨
Speed Tca
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1d6 + your Strength modifier bludgeoning damage.
for tactical TW:e\\˝e1
W )eee:eeW:1de~ce\¨eS&a
a 1d
Y:OWba\e)&1
a \Teed\–·eee
• Claw. Melee Weapon Attack, reach 5 ft, one target. ca1e¥:We)e\\)P0a&e\:We:W&::e\¨e~e1e1ee:dd\ it again until you complete a short or long rest.
1d6 + your Strength modifier slashing damage. are against their favour.

Masters of the Mind - Page 12 Masters of the Mind - Page 13


Magic Resistance
Hold Breath
Y:Oca1:)d:OW
P bWeae:WOTe:·W 01Oee\ea e0e˝
a Prerequisite: Aberration (ceremorph), Level 10
Magic Items G:\e1c:W
a Wa1e\ø†
a b:1O\e:eea
a c&1d
a da0ae1d
a
grants its wielder truesight out to 120 feet.
Cruel and Unusual Creations Bane of the ethereal.IWa a 1edeea a c&\0ade1\e
a a 1a
Inertial Armour 1ce
S be1\eTaWaeedW:0eec:):1P1d a ~e01d¨:OŁ~e
P
We)eaW1ed : e: e1ab)e ee TW:TeWee\ : ee 0Oc:O\ :T 01d ¤aeW\¨
P :eeW O0a1:d Wace\ We
a 1:e1 0:We eeeWea) cWeaeOWeeee \TeaW¨ eeeeaa c&\ 0adee
Y:O e1eWaee a TW:eece~e §e)d eae TW:~de\ :O
P 01:W
membrane that covers your body. You have advantage on than food, labour or a means of reproduction. As such, the 1a dde:1a
a ) ø† e:eea
a c&1d
a da0ae˝ Ieeeea a c&e\¨
protection using your innate psionics. You add +1 to your AC.
\a~1eW:\1\e
a a \Te))\1d
a :eeW0aca)e¥ece\˝ ee0\ cWeaeed 1d a O\ed bP 01d ¤aeW\
P We a de\1ed e: eecWeaeOWe0O\e0a&eaDC•W eWe1e
S e)eec\
A cec&
eA )e~e)·¨e\b:1O\1cWea\e\e:e:ea
a ):ø–e::OW
P ˝C A
caTeOWe :W d:01aee 1:1ceWe0:WT\˝1PA ee0 eae d:e\ to attempt removing the spear from its body. If failed, the
Superior Darkvision Molecular Manipulation 1:e §e e\\1a ee0 e: TW:eece ee0\e)~e\ :W1a ee0 : creature is restrained,1d
a )) a 0aca):W\Te))e¥ece\:1ee
Y:O~e
a daW&~\:1OTe:Wa
a 1e:–V
W e˝ Prerequisites: Aberration (ceremorph), Level 6 luxury. creature are ended until the spear is removed.

Infravision You gain the following ability as a bonus action: Elder Brain Transceiver eT \TeaWŁ\e)deW ca1 eeeWWT ee c:Wd :W eee e: a
secure object. If done, the ethereal creature is forced into the
Your sight primarily relies on infrared light. As such, you have Wee
T e0e\TeWda¨P :O P ca1Tc&eaa Weee1†Veeeeae Wondrous Item, very rare (requires attunement by telepathic
material plane until released.
d\ad~a1eae :1eea
a c& W:))\1da :1\d:0
W eWceTe:1
P :O
P ca1\ee˝eea
A c&\0ade1\e
a a eaeeaWee\c:WecWeca
a ) creatures)
cec&\eaeWe)P:1\ee1:O¨
P eeeaWee::OW
P eea
a c&¨ e :11a O10:d§ed W:)) :‚W :W –V˝\T b)ePa WeVOWe\ Glaregoggles
M1d ¤aeW\
P 0O\e :ee1 )ea~e ee c:):1P 1d
a :TeWaee
or whatever you are trying to perceive is in direct sunlight. your concentration as if concentrating on a spell. Wondrous Item, Uncommon
without the immediate guidance of their elder brains. While
e\e
T d\ad~a1eae\ )\:
a TT)P
a e1 eWP1 e: eea
a c& Shadow Blend 01d ¤aeW\
P d: ePTca))P :TeWaeeOe:1:0:O\)P
a ¨ eeWeWe
a These goggles translate light into a more visible spectrum
O1deadcWeaeOWe\:Wd:TeWceTe:1cec&\eaeWe)P:1\e e0e\e1eŁ\1ece\\aWPe:~eWeO)aWWeT:We\bac&e:ee for its wearer. While wearing these goggles, the wearer is
Prerequisite: Mozgriken, Level 10 elder brain.
for seeing the undead. 1:e¥eceed
a bPee1eae~ee¥ece\:\O1)e\e1\e~eP:W
• Increase your Dexterity score by 1, to a maximum of 20 E)deWWa B 1Wa
T 1\ce~eW\We
a )aWe¨1:10:b)ee\aTed infravision.
Telepathy
Y:Oca1\Tea&ee)eTaeca))Pe:1Pa cWeaeOWee1–V
W eee • )eW 1d0)e:WdaW&1e\\¨:O P ca1O\e:OW
P b:1O\ T:d\eae)):
a 01d¤aeW\
P 1da :eeWee)eTaeccWeaeOWe\
to communicate with the synchronized elder brain from vast Extractor Shuriken
of you. You and the targeted creature must share a common action to become invisible along with anything you are
wearing or carrying. The invisibility lasts until you use distances that would typically not be possible by normal Weapon (shuriken) Item, very rare
language.
b:1O\
a ce:1
a e:e1de:WO1e):O P eea
a c&¨We
a 1bWe telepathic means. TecO)a
A W)P\aTed\OW&e1:WedW:0da
a 0a1e1eeae
Languages light, or are incapacitated. We\e0b)e\01d
a ¤aeW
P ead˝
Y:Oca1\Tea&¨Wead¨1d
a Wee:00:1¨
C 1deWc:00:1¨
U 1d
a Exosuit
Deep Speech. In addition, you can read and write Qualith. Stunning Blast Armour (plate), very rare It has the thrown property with a normal range of 20 feet
Prerequisite: Mind Flayer, Level 12 Inspired by the dampsuit, this armour does not protect the 1d
a a ):1Wa1e :VX eee˝e1 W :O
P e a cWeaeOWee
Feats • Increase your Intelligence score by 1, to a maximum of
wearer from dehydration but rather potential dangers. a Wa1ed eea a c&e e\ eaT:1¨ e dea)\ –d• TeWc1
da0ae˝ eT \OW&e1 Oe:0a
a eca))P e\ ee cWeaeOWeŁ\
Extract Brain 20 The armour has 4 charges and gives a +1 bonus to AC. As a ead¨ 1da ee b)ade)&e ee1eac)e\ d1e: ee \&O)) 1da
• When you use your Mind Blast, creatures that fail the bonus action, the wearer can spend 1 charge to do one of the eeWaceTece\:eecWeaeOWeŁ\bWa1¨TeW0a1e1e)PdWa11
Prerequisite: Mind flayer, Level 10
Intelligence save are stunned for one minute. A creature following. it of 1 point of intelligence.
When you are grappling a medium creature that is can repeat the saving throw at the end of each of its
• F:W01Oee¨
W eeeaWeW1\
a ø–e:eeWDEX\c:Wee:a
Incapacitated, you may use your action to burrow your eOW1\¨e1d1eee¥ece:1\Occe\\˝
a Manual of Brain Golems
maximum of 20
ee1eac)e\ eW:O ee cWeaeOWeŁ\ \&O))˝\T dea)\ VdW
W V Wondrous Item, very rare
points of piercing damage. If this deals lethal damage to a Stunning Tentacles • For 1 minute, the wearer gains +2 to their STR score to a
Prerequisite: Mind flayer, Level 8 maximum of 20 This tome contains information and incantations necessary
creature, you may use your devour brain ability.
While attuned, the armour regains half of its charges during e: 0a&e a bWa1:)e0˝:T decTeW1d a O\e ee 0a1Oa)¨
Levitation • Increase your Intelligence score by 1, to a maximum of
a long rest. :O
P 0O\e be a \Te))ca\eeWeea )ea\e e: ·e)e~e) \Te))
20. \):e\˝cWea
A eOWeeaeca1ŁeO\e0aa 1Oa):bWa1:)e0\1d a
Prerequisite: Aberration (ceremorph)
• e1e~eW
W :O
P 0a&e a \Occe\\O) eea
a c&1\eaa a Ghost Anchor eee0Te\
a e:Weadeea&e\dX
X T\Pccda0ae˝
By focusing your mind, you now have gained the ability to lift creature using :OW
P ee1eac)e\¨eecWeaeOWe0O\e0a&e
Weapon (Spear) Artifact (requires attunement) :T cWeaee a bWa1:)e0¨:O
P 0O\e \Te1d YV da\P :W&1
:OW\e)
P :¥eeW:O1d˝)eW 0a1ea11c:1ce1eWae:1\a an Intelligence save or be stunned for a minute. The DC
c:1ce1eWae1:1\Te))¨
a :O
P 1a ¤Pa 1\Teed:V˝
W \ • T)O\:OW
P TW:§ce1cP b:1O\ T)O\:OW P I1ee))e1ce G:\e1c:W
a \ a eW:1\TeaWea e1¨ )eee without interruption with the manual at hand and resting
0:d§eW˝ c:Wdc:11eceede:e\b)O1ee1d¨0ea\OW1Y·eee):1˝eT no more than 8 hours per day. You must also pay 90,000gp to
\TeaWŁ\\ae\eWa1\TaWe1e1da 0adeW:00aa eeWa)ca))ed purchase supplies.
nephelium.

Masters of the Mind - Page 14 Masters of the Mind - Page 15


Manual of Nyraala Golem Striator Void Spheres stealer dragon stand out is its large bulbous head. Their
Wondrous Item, very rare Wondrous Item, common Wondrous Item, rare (requires attunement by a psionic brains lack a protective skull and instead have modified
creature.) horns supporting their head. In place of where their
This tome contains information and incantations necessary \T \0a))de~ce¨ea §W\e)a1ce¨We\e0b)e\1a 1&Te1e mouth would be are four long tentacles with teeth at the
e:0a&e1Pa Wa)aa :)e0˝:T decTeW1da O\eee0a1Oa)¨ ‡ eT\˝eWa
S e:W\We a ee de~ce\ eae 0a&eWe1VOa)e The spheres have 3 charges. While holding them, you can base and a split lower jaw. While these monsters may not
:O
P 0O\e be a \Te))ca\eeWeea )ea\e e: ·e)e~e) \Te)) possible, translating mental thought into 4 textured lines. spend 1 charge for one of the following abilities below: be true dragons, they are just as dangerous, if not more.
\):e\˝cWea
A eOWeeaeca1ŁeO\e0aa 1Oa):bWa1:)e0\1d a
eT We\O)e1 )1e\~e a a \:0eea bWa))&e VOa)eP 1 • eT ~:d \e:1e\ )e1da W:eaee¨ \eW&1a eaWeee1 Draconic Heritage.\A 0:\e&1:¨eWOedWa:1\We a 11aee)P
eee0Te\
a e:Weadeea&e\dX X T\Pccda0ae˝
eae eac )1e))~e
a d¥eWe1eae:1\ 1 eeeOWe˝ M1d VX eee˝ Y:O ca\e ee \Te))1\0e1e
aB :1 ee eaWee 0aca)˝ IeŁ\ 1 eeW b)::d˝ )eW bWa1\eea)eW dWa:1\
:T cWeaee1Pa Wa)aa :)e0¨:O
P 0O\e\Te1d‡Vda\P :W&1 ¤aeW\
P ee1\)deeeeT\:eeW:OWee1eac)e\cW:\\a ee\e cWeaeOWe˝eT \a~eDC\˝X W are not true dragons, they retain the magic essence that
without interruption with the manual at hand and resting lines to convey meaning from them. • The void stones rotate, and You summon a swarm of increases their power as they age. Brainstealer dragons live
1:0:Weea1•:OW\TeWda˝P Y:O0O\e)\: a Ta·V¨VVVT
P e: cranium rats W:0 I)\e1\1eŁ\ Wea)0˝ eT \aW0 : longer than all other ithillidae, usually between 200 to 800
purchase supplies. Tendril Rings of Ilsensine cranium rats disappears after 1 hour or after reaching 0 years. If the host was a wyrmling, the resulting brainstealer
Wondrous Item, very rare (requires attunement by an hit points. After combat, the cranium rats may turn on the dragon might live for up to 800 years. Meanwhile, an ancient
Resonance Stones aberration (ceremorph)) \O00:1eWee\O00:1eW\1:1ceWe0:WT˝
a dragon host will result in a brainstealer dragon that will live
Wondrous Item, rare
1\
R O\edbP01d¤aeW\ P ::W\Tee:dI)\e1\1e˝ for around 200 years.
The void spheres regain 1 charge every night while attuned to
e\:1a
R 1ce \e:1e\ We
a e\Sed cWP\ea)\ eae T\Pcca))P The rings are always in pairs and are worn on the tendrils of Indomitable. While creating a brainstealer dragon is
e0e\Tec§c
a e0:e:11–V::e
a WadO\e1ce~a
a eed˝ a psionic creature.
ceremorphs. The rings can be rubbed together to create a possible, the practice of doing so is somewhat taboo. This
Those within the radius can only feel that emotion (provided
eePŁ~eeTeWe1cedeea )ea\e:1cebe:We˝
We\:1ae1\:O1deae:W\TeW\:I)\e1\1e§1d\::e1˝
The resonating sound opens the mind to the realm of
Illithid Equipment \ becaO\e :)deW¨ 0:We \1§ca1e dWa:1\ eae O1deW:
ceWe0:WT:\\ Wea :ee1 d¥cO)e 1:e 0T:\\b)e :W
Wea
C eOWe\:c::\ee:We\\eeee¥ece0a0aP &eDCa X W I)\e1\1e¨cca1T:ee1ea))Pbe~:)e1e
a \\aa O)e:11:1 Dampsuits the elder brain to control. This can sometimes even lead
Charisma saving throw. On a success, they feel the emotion ceremorphs. AO)) b:dP \Oe 0ade :\OTT)e b)ac& )eaeeW de\1ed e: to brainstealer dragons overthrowing the elder brain and
but maintain control of themselves. The rings provide the wearer with the following: ):c&101d¤aeW\P 0Oc:O\˝\\T e:TWe~e1eeeW\&1W:0 ea&1:~eWeec:):1P˝
• +2 bonus to AC dWP1:Oe¨c:O)dbeW0O) a e:ee01d¤aeW
P 1d
a
Persistent Personality.I1\:0eWaWeca\e\¨:\eŁ\
a TeW\:1a)eP
Colour Emotion Effect result in them losing their magic resistance.
• +1 to all saving throws can persist into the resulting illithidae. This is most often
DaW& Crushing eea
A c&\ 1d
a \a~e\ We
a W:))ed ea
• If the wearer drops below 10 hit points, the wearer is e\e
T \Oe\:W&e))1))a e1~W:10e1e\¨eeeW eeP be caused by magical interference in the ceremorphosis.
Blue Defeat disadvantage. Because dragons are innately magical, their personalities
teleported to a predetermined safe place. sweltering heat or frozen tundra.
Red Fury Creatures feel a strong urge to • Once per short rest, the wearer can rub the rings almost always carry over to the newly formed Brainstealer
physically assault their foes. Creatures Tentacle Hooks Dragon. As such, most brainstealer dragons plot against their
together to 2d10 T\Pccda0aee:))
a 1:1ceWe0:WT
O1deW e\ e¥ece 0O\e O\e eeW O)) cWeaeOWe\e1 VX eee˝eT cWeaeOWe\ 0O\e 0a&e a F:OW T:)\ed ::&\ §eeed :W ceWe0:WT ee1eac)e\˝)eW e)deWbWa1bPeee0eeePŁ~eWeacedeeW:O1 P :WdO)ea
movement to move towards the closest DC 13 INT saving throw or be stunned for 1 minute. A eVOTTed¨eeeaWeW\a d~a
a 1eae:1WaTT)ecec&\1d
a stage.
enemy and use their action to use a dea)\1a dde:1a
a )d‡
W TeWc1da0aee1 0a&11a
creature can repeat the saving throw at the end of each Tyrants. Similar to when a colony gains an ulitharid, a
0e)eeeea
a c&1\e
a a ee0˝ eea
a c&eeeWee1eac)e\˝
:e\eOW1\¨e1d1eee¥ece:1e\e):1\Occe\\˝
a 01d ¤aeW P c:):1P e a bWa1\eea)eW dWa:1 ca1 W:
Yellow Relaxed Creatures feel a sense of peace and
Tentacle Extensions 0:WeWe\\~e˝
a \T ~aWe\ba\ed:1ea &1d:dWa:1
We)ae:1
a 1d a We
a )e\\)&e)Pe:be

1&
P Euphoria
hostile to you.
Wea
C eOWe\ 1 ee WadO\ ca1Łe ea&e
Weapon, uncommon (requires attunement by aberration (ceremorphs)
L:10:d§ed b)ade\ eaeeea
a ce: ceWe0:WTee1eac)e\
Monsters was used. The colony will often become adversarial and
:cO\e\ e¥:We\ :1 eTa1\:11d
)\:¨
a 1cWea\1e\ 1O0beW\˝
A )&e O)eaWd¨e\ c:00:1:W bWa1\eea)eW dWa:1\
Weace:1\1d
a 0O\eW:))dX
a ea ee\eaWe allowing them to further weaponize their tentacles and the There are countless horrors to face when at battle with mind
e: )ea~e ee c:):1P e OT e: )a : ee 01d ¤aeW\ P
of each of its turns to determine its enzyme produced by them. ¤aeW\˝
P M1d ¤aeW\
P We
a eaWed:W::d Wea\:1˝eT Ta1
to start their own colony. However, some brainstealer
behaviour during the turn. eaeeePca11¤ce:e\W
a beP:1deeTP\ca)˝
eT b)ade\~e
a ee§1e\\e¨Weac¨1d
a )eTW:TeWee\1d a dragons in their adult or ancient stages will instead
‡˝
W eT eaWee ea&e\ 1: ce:1
a
or bonus action and uses all of its
a ø– b:1O\ e:eea
a c&1d
a da0ae˝e1W a cWeaeOWe\e Brainstealer Dragon beeWaP1d
:Wce˝
a &)) ee e)deW bWa1 WO)1ee e1eWe c:):1P bP
:0ee0e\
S e\ \1Łe e1:O¨ 1d a ee bWa1\eea)eW
movement to move in a random
eeeee1eac)eeee1\:1\¨edea)\dX
W \)a\1da0ae Brainstealer dragons are only dragons by name.
1da dX
W cd
a da0ae˝ Physically, they have very little in common with true )) c:1VOeW :eeW 01d ¤aeW P c:):1e\˝ Wa
B 1\eea)eW
direction.
dragons, but what they share is considered pitiful by true dWa :1\ We
a a da
1eW e: ))˝
a Nea
WbP 01d ¤a
eW
P c:):1e\
·X˝eT eaWeed:e\1Łe0:~e˝ We
a 1 DO\e \a 0Oc da1eW \a 1:1))ed c~)Se:1\ a 1
dragons. Their wings look like skin hanging from bone,
and their scales are tiny and soft. What makes the brain ee1deWda
U W&˝

Masters of the Mind - Page 16 Masters of the Mind - Page 17


A Brainstealer Dragons Lair • The brainstealer dragon targets one creature it can

Ancient Brainstealer Dragon


sense within 120 feet of it and anchors it by sheer force
of will. The target must succeed on a DC 19 Charisma
The lair of a brainstealer dragon always lies deep in the
saving throw or be unable to leave its current space.
eaWe:01d
a ¤aeW
P c:):1P˝
It can repeat the saving throw at the end of each of its
Gargantuan Aberration, Lawful Evil Lair Actions eOW1\¨e1d1eee¥ece:1e\e):1\Occe\\˝
a
Armour Class 21 (Natural Armour) Actions • The brainstealer dragon casts wall of force.
Hit Points 354 (20d20 + 144)
e1
W §e11\dee\)aW¨bWa
a 1\eea)eWdWa:1ca1O\e
Multiattack. Te dWa:1 ca1 O\e e\ FWeO) PWe\e1ce˝ Ie ee1 0a&e\ lair actions. On initiative count 20 (losing initiative ties), a Regional Effects
Speed 40 ft., fly 60 ft. eWeeeea
a c&\˙:1eee\e1ea
T c)e\1d a e:ee\c)a\˝ bWa1\eea)eWdWa:1ca1ea&e:1e)aWce:1
a e:caO\e:1e:
eT eeWWe:WP e1 · 0)e\ : a bWa1\eea)eW dWa:1 \
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 ee:)):1e¥ece\eebWa1\eea)eWdWa:1ca1ŁeO\eee
)eeWed
a bP ee cWeaeOWeŁ\ T\:1c TWe\e1ce¨c cWeaee\
25 (+7) 16 (+3) 25 (+7) 22 (+6) 18 (+4) 29 (+9) –dXøY\)a\1da0ae˝ same lair action two rounds in a row..
:1e:W0:We:ee:)):1e¥ece\˙
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 • The brainstealer dragon targets one friendly creature
Saving Throws DEX øWV¨ CON øW‡¨ INT øW †¨ WIS øWW¨ CHA øWX (2d8 + 7) bludgeoning damage. eca1\e1\ee1–V
W eee:e˝eT eaWee\a ¤aa \
Skills AWca1a øW †¨ DeceTe:1 øWX ¨ I1\e øWW¨ I1e0dae:1 :1\TWae:11d a 1\
a d~a
a 1eae:1:1eeea a c&W:))¨
Tentacle. Melee Weapon Attack:øW†e:e¨WeacW·e˝¨:1eeaWee˝ Hit:
øWX ¨ PeWceTe:1 øWW¨ PeW\Oa\:1 øWX †– ‡dW– ø X T\Pcc da0ae˝ Te eaWee \ a WaTT)ede\caTe DC –– b)eP
a cec&¨:W\a~1eW:e0a&e\be:Weeee1d:
Damage Resistances P \Pcc and must succeed on a DC 21 Intelligence saving throw or be stunned e\1eeeOW1˝IeeeaWeed:e\1Łe:Wca1ŁeO\ee\be1e§e
O1e)eeWaTT)ee1d\˝TecWeaeOWeea&e\–V‡dXøXT\Pccda0ae
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception at the start of each of its turns until the grapple ends.
in that time, the inspiration is lost. .
21
Languages Deep Speech, Draconic, Telepathy 100 ft, Extract Brain. Melee Weapon Attack: øW† e: e¨ Weac · e˝¨ :1e
incapacitated humanoid grappled by the dragon. Hit: Y• W –dW –
Undercommon piercing damage. If this damage reduces the target to 0 hit points, the
Challenge –† ·V¨VVVXP Proficiency BonusøY dWa:1&))\eeeaWeebPeeWace11d a de~:OW1e\bWa1˝

Mind Blast (Recharge 5–6). The dragon emits psychic energy in a


Creature Sense. The dragon is aware of the presence of creatures XV::e c:1e˝ Eac cWeaeOWe\ 1 eae Wea
a 0O\e \Occeed :1 a DC –W
e1 · 0)e\ : e eae a~e a1 I1ee))e1ce \c:We : ‡ :W eW˝ Ie 1ee))e1ce\a~1eW::Wea&e†•·dW–øXT\Pccda0ae1d a be
&1:\ ee d\ea1ce a1d dWece:1 e: eac cWeaeOWe¨ a\ e)) a\ eac stunned for 1 minute. A target can repeat the saving throw at the end of
:1eŁ\ I1ee))e1ce \c:We¨ bOe ca1Łe \e1\e a1P e1 e)\e ab:Oe e˝ A eac:e\eOW1\¨e1d1eee¥ece:1e\e):1a\Occe\\˝
cWeaeOWe TW:eeceed bP a 01d b)a1& \Te))¨ a 1:1deeece:1 \Te))¨ :W
\0)aW 0a c ca1Łe be TeWce~ed 1 e\ 0a11eW˝ Frightful Presence. EaccWeaeOWe:eedWa:1Ł\c:ceeae\e1
W–Veee:eedWa:11d a aWe:e0O\e\Occeed:1DCa –·W\d:0
Innate Spellcasting (Psionics). Te dWa:1Ł\ 11aee \Te))ca\e1 saving throw or become frightened for 1 minute. A creature can repeat
b)eP
a \I1ee))e1ce\Te))\a~eDC–WøW†e:ee\Te))eea
a c&\˝Ie ee \a~1 eW: ea ee e1d : eac : e\ eOW1\¨ e1d1 ee e¥ece :1
can innately cast the following spells, requiring no components: e\e) :1 a \Occe\\˝ I a cWeaeOWeŁ\ \a~1 eW: \ \Occe\\O) :W ee
e¥ece e1d\ :W e¨ ee cWeaeOWe \ 00O1e e: ee dWa:1Ł\ FWeO)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can PWe\e1ce:Wee1ee–‡:OW\˝
choose to succeed instead.
Legendary Actions
Magic Resistance. The dragon has advantage on saving throws against
spells and other magical effects. Te dWa:1 ca1 ea&e † )ee1daWP ace:1\¨ c::\1 W:0 ee :Te:1\
below. Only one legendary action option can be used at a time and
Telepathic Hub. The dragon can use its telepathy to initiate and :1)P ea ee e1d : 1:eeW
a cWeaeOWeŁ\ eOW1˝ Te dWa:1 Wea1\ \Te1e
maintain telepathic conversations with up to ten creatures at a time. legendary actions at the start of its turn.
The brainstealer dragon can let those creatures telepathically hear
each other while connected in this way. Extract Brain (Costs 2 Actions). The Dragon uses Extract Brain.

At Will: command, detect thoughts, clairvoyance, mage hand, Mind Blast (Costs 3 Actions). The Dragon recharges its Mind Blast and
mending, minor illusion, sleep, sending uses it.

3/Day Each: confusion, geas, hold monster, mental prison, modify Tail Attack. TeDWa:10a&e\aea)eea
a c&˝
memory, phantasmal force, telekinesis
Tentacle. TeDWa:10a&e\aee1eac)eeea
a c&˝
1/ Day Each: feeblemind, dominate monster, mass suggestion, mirage
arcane, power word pain

Masters of the Mind - Page 18 Masters of the Mind - Page 19


Adult Brainstealer Dragon Young Brainstealer Dragon
Large aberration, lawful evil 3/day each: confusion, major image, phantasmal force, sanctuary,
Huge aberration, lawful evil sleep.
Armour Class 19 (Natural Armour) Actions Armour Class 18 (Natural Armour)
Hit Points 117 (13d10 + 46) 1/Day Each: charm monster, Hallucinatory Terrain, hold person,
Hit Points 189 (16d12 + 85) Multiattack. Te dWa:1 ca1 O\e e\ FWeO) PWe\e1ce˝ Ie ee1 0a&e\ Speed 40 ft., fly 60 ft. levitate, sending.
Speed 40 ft., fly 60 ft. eWeeeea
a c&\˙:1eee\e1ea
T c)e\1d a e:ee\c)a\˝

Claw. Melee Weapon Attack: øWV e: e¨ Weac · e˝¨ :1e eaWee˝ Hit: 12 STR DEX CON INT WIS CHA Actions
STR DEX CON INT WIS CHA
–dXø·\)a\1da0ae˝ 17 (+3) 16 (+3) 17 (+3) 19 (+4) 13 (+1) 21 (+5)
21 (+5) 16 (+3) 21 (+5) 20 (+5) 15 (+2) 25 (+7) Multiattack. Te dWa:1 0a&e\ eWee eea
a c&\˙ :1e e e\ e1ea
T c)e\
and two with its claws.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
32 (4d10 + 3) psychic damage. If the target is a huge or smaller creature, Saving Throws DEX øY¨ CON øY¨ INT ø•¨ WIS ø·¨ CHA ø‚
Saving Throws DEX ø•¨ CON øWV¨ INT øWV¨ WIS øY¨ CHA øW – Claw. Melee Weapon Attack: øY e: e¨ Weac · e˝¨ :1e eaWee˝ Hit: 10
it is grappled (escape DC 18) and must succeed on a DC 21 Intelligence Skills AWca1a ø•¨ DeceTe:1 ø‚¨ I1\e ø·¨ I1e0dae:1 ø‚¨
Skills AWca1a øWV¨ DeceTe:1 øW –¨ I1\e øY¨ I1e0dae:1 øW –¨ –dXø†\)a\1da0ae˝
\a~1eW: :Wbe\eO11edO1e)ee WaTT)ee1d\˝TecWeaeOWeea&e\
PeWceTe:1 ø·¨ PeW\Oa\:1 ø‚
PeWceTe:1 øY¨ PeW\Oa\:1 øW – W· †dX ø · T\Pcc da0ae ea ee \eaWe : eac : e\ eOW1\ O1e) ee Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
grapple ends. Damage Resistances P \Pcc
Damage Resistances P \Pcc 20 (3d10 + 4) psychic damage. If the target is a huge or smaller creature,
Senses B)1d\e †V e˝¨ DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 e \ WaTT)ede\caTeDCW· a1d0O\e\Occeed:1aDCWXI1ee))e1ce
Senses B)1d\e †V e˝¨ DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 Tail. Melee Weapon Attack: +10 to hit¨ Weac W· e˝¨ :1e eaWee˝ Hit: 14
W· \a~1eW: :Wbe\eO11edO1e)ee WaTT)ee1d\˝TecWeaeOWeea&e\
WY –d•ø·b)Ode:11da0ae˝ W –dX ø ‡ T\Pcc da0ae ea ee \eaWe : eac : e\ eOW1\ O1e) ee
Languages Deep Speech, Draconic, Telepathy 100 ft,
Languages Deep Speech, Draconic, Telepathy 100 ft, Extract Brain. Me)ee eaW T:1 eea
A c&˙ øWV e: e¨ Weac · e˝¨ :1e
grapple ends.
Undercommon
Undercommon incapacitated humanoid grappled by the brainstealer dragon. Hit:
Challenge ‚ ·¨VVV XP Proficiency Bonus +4 Extract Brain. Me)ee eaW T:1 eea
A c&˙ ø• e: e¨ Weac · e˝¨ :1e
Challenge WX ¨VVV XP Proficiency Bonus ø· YW WdW– TeWc1 da0ae˝ I e\ da0ae WedOce\ ee eaWee e: V incapacitated humanoid grappled by the brainstealer dragon. Hit:
e T:1e\¨ ee bWa1\eea)eW dWa:1 &))\ ee eaWee bP eeWace1 1d a XV WdWV TeWc1 da0ae˝ I e\ da0ae WedOce\ ee eaWee e: V
devouring its brain.
Magic Resistance. The brainstealer dragon has advantage on saving e T:1e\¨ ee bWa1\eea)eW dWa:1 &))\ ee eaWee bP eeWace1 1d a
Creature Sense. The brainstealer dragon is aware of the presence of devouring its brain.
Mind Blast (recharge 5-6). The brainstealer dragon emits psychic eW:\1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
cWeaeOWe\ e1 · 0)e\ : e eae a~e a1 I1ee))e1ce \c:We : ‡ :W
eW˝ Ie &1:\ ee d\ea1ce a1d dWece:1 e: eac cWeaeOWe¨ a\ e)) e1eWP˝CWeaeOWe\:eebWa1\eea)eWdWa:1Ł\c:cee1XVeee:
Innate Spellcasting (Psionics). Te dWa:1Ł\ 11aee \Te))ca\e1 Mind Blast (recharge 5-6). The brainstealer dragon emits psychic
a\ eac :1eŁ\ I1ee))e1ce \c:We¨ bOe ca1Łe \e1\e a1P e1 e)\e ab:Oe e0O\e\Occeed:1DCa W•I1ee))e1ce\a~1eW::Wea&e†W‡dW–ø
b)eP
a \ I1ee))e1ce \Te)) \a~e DC XW ø• e: e e \Te)) eea
a c&\˝ Ie e1eWP˝CWeaeOWe\:eebWa1\eea)eWdWa:1Ł\c:cee1XVeee:
e˝ A cWeaeOWe TW:eeceed bP a 01d b)a1& \Te))¨ a 1:1deeece:1 \Te))¨ ·T\Pccda0ae1d
a be\eO11ed:W01Oee˝ W eaA Weeca1WeTeaeee
can innately cast the following spells, requiring no components: e 0O\e \Occeed :1 a DC XW I1ee))e1ce \a~1 eW: :W ea&e –X ·d• ø
:W \0)aW 0a c ca1Łe be TeWce~ed 1 e\ 0a11eW˝ \a~1 eW: ea ee e1d : eac :e\ eOW1\¨ e1d1 ee e¥ece :1 e\e) 4) psychic damage and be stunned for 1 minute. A target can repeat the
on a success. on a success.
At Will: command, detect thoughts, clairvoyance, mage hand, \a~1 eW: ea ee e1d : eac :e\ eOW1\¨ e1d1 ee e¥ece :1 e\e)
Legendary Resistance (3/Day). If the brainstealer dragon fails a saving on a success.
Frightful Presence.EaccWeaeOWe:eedWa:1Ł\c:ceeae\e1 mending, minor illusion.
throw, it can choose to succeed instead.
120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom
Magic Resistance. The brainstealer dragon has advantage on saving saving throw or become frightened for 1 minute. A creature can repeat
throws against spells and other magical effects. ee \a~1 eW: ea ee e1d : eac : e\ eOW1\¨ e1d1 ee e¥ece :1 • Wea
C eOWe\e1·0)e\:1a bWa1\eea)eWdWa:1ee)
e\e) :1 a \Occe\\˝ I a cWeaeOWeŁ\ \a~1 eW: \ \Occe\\O) :W ee
1:O\
a 1d a )&e eeP We
a 1 da1eWe \:0ee1
Innate Spellcasting (Psionics). The dragon’s innate spellcasting e¥ece e1d\ :W e¨ ee cWeaeOWe \ 00O1e e: ee dWa:1Ł\ FWeO) Weapons, Armour & Items
ability is Intelligence (spell save DC 18; +10 to hit with spell attacks). It PWe\e1ce:Wee1ee–‡:OW\˝ constantly watching them. . 1d4 vials of ilithidae slime, 1d6 lbs of dragon claws, 1d4 lbs of
can innately cast the following spells, requiring no components: • eT dWa:1 ca1 :Wce a cWeaeOWe e: 0a&e a DC –W undamaged brainstealer dragon scales:
Legendary Actions Charisma saving throw. On a failed save, the creature
At Will: command, detect thoughts, clairvoyance, mage hand, d12 Item(s)
mending, minor illusion Te dWa:1 ca1 ea&e † )ee1daWP ace:1\¨ c::\1 W:0 ee :Te:1\ feels paranoia of a conspiracy against them.
below. Only one legendary action option can be used at a time and 1-6 1 brainstealer dragon brain
• Any creature in the area hears faint, incomprehensible
:1)P ea ee e1d : 1:eeW
a cWeaeOWeŁ\ eOW1˝ Te dWa:1 Wea1\ \Te1e Y‚ eW1&ee
A eaede1e§e\eedWa:1W:0e\TWe)ed)e
3/day each: confusion, hold person, phantasmal force, sending, sleep whispers in the deepest recesses of its mind. This
legendary actions at the start of its turn. 10-11 1 brainstealer dragon eye
1/Day Each: charm monster, geas, hallucinatory terrain, mass
T\PccdeeWeO\c:1\\e\:eedWa:1Ł\\eWaPe:Oe\ 12 Tome of Clear Thought
suggestion, mental prison, modify memory, telekinesis Detect. TedWa:10a&e\aW\d:0PeWceTe:1cec&˝ comming led with those of other creatures to which it is
)1&ed˝ (For each stage of the dragons age, increase the die by 1. (ex. a
Tail Attack. TedWa:10a&e\aea)eea
a c&˝ wyrmling uses 1d4, and a young dragon uses 2d4).)
Iee bWa1\eea)eW dWa:1 de\¨ ee\e e¥ece\00edaee)P
Tentacle.TebWa1\eea)eWdWa:10a&e\aee1eac)eeea
a c&˝
end.

Masters of the Mind - Page 20 Masters of the Mind - Page 21


The third method uses arcane magic and is

Brainstealer Dragon Wyrmling


closest to traditional golem creation. Few
1:1))ed\ e~eW \OW~~e e1c:O1eeW\ 1\e a
brain golems. However, the word of their
existence eventually spread and reached the
Medium aberration, lawful evil At Will: command, detect thoughts, clairvoyance, mage hand, ears of twisted wizards. Through research,
Armour Class 16 (Natural Armour) mending, minor illusion.
these twisted mages learned how to synthesize
Hit Points 27 (5d8 + 5) these powerful golems and crafted manuals
†DaPeac : clairvoyance, command, dissonant whispers, fear, shield,
Speed 30 ft., fly 40 ft. sleep. instructing how to create these golems.
STR DEX CON INT WIS CHA WdaPEac : levitate, phantasmal force, sanctuary. Path to immortality. Ma1P Wd\
aS \ee& ee
13 (+1) 16 (+3) 13 (+1) 18 (+4) 11 (+0) 17 (+3) path to immortality, and while lichdom is a
Actions
common choice, some wizards have pursued
Saving Throws DEX øX ¨ CON ø‡¨ INT øY¨ WIS ø†¨ CHA øX Tentacle. Melee Weapon Attack:øYe:e¨Weac·e˝¨:1eeaWee˝ Hit˙W· alternative methods. For example, some
(2d10 + 4) psychic damage. If the target is a huge or smaller creature, it have searched for ways of transferring their
Skills AWca1a øY¨ DeceTe:1 øX ¨ I1\e ø†¨ I1e0dae:1 øX ¨
\ WaTT)ed e\caTe DC W– 1da 0O\e \Occeed :1 a DC W· I1ee))e1ce
PeWceTe:1 ø†¨ PeW\Oa\:1 øX \a~1eW: :W be \eO11ed O1e) ee WaTT)e e1d\˝ Te cWeaeOWe ea&e\ c:1\c:O\1e\\ 1e: 0:We b)e
a b:de\˝ We~:O\
P
Damage Resistances P \Pcc Y dX
W ø ‡ T\Pcc da0ae ea ee \eaWe : eac : e\ eOW1\ O1e) ee attempts at doing this with golems have been
grapple ends. unsuccessful. However, the existence of brain
Senses B)1d\e WV e˝¨ DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1
–X Extract Brain. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac · e˝¨ :1e golems may have changed that.
Languages Deep Speech, Draconic, Telepathy 100 ft, incapacitated humanoid grappled by the brainstealer dragon. Hit:
·· VdW
W V TeWc1 da0ae˝ I e\ da0ae WedOce\ ee eaWee e: V
Undercommon e T:1e\¨ ee bWa1\eea)eW dWa:1 &))\ ee eaWee bP eeWace1 1da
Challenge X –¨†VV XP Proficiency Bonus +3

Brain Golem
devouring its brain.

Mind Blast (recharge 5-6). The brainstealer dragon emits psychic


Innate Spellcasting (Psionics). Te dWa:1Ł\ 11aee \Te))ca\e1 e1eWP˝CWeaeOWe\:eebWa1\eea)eWdWa:1Ł\c:cee1†Veee:
b)eP
a \ I1ee))e1ce \Te)) \a~e DC W· øY e: e e \Te)) eea
a c&\˝ Ie e 0O\e \Occeed :1 a DC W· I1ee))e1ce \a~1eW: :W ea&e –W ·dX ø
can innately cast the following spells, requiring no components: 4) psychic damage and be stunned for 1 minute. A target can repeat the Immutable Form. The golem is immune to any spell or effect that
Large Construct, Unaligned
\a~1 eW: ea ee e1d : eac : e\ eOW1\¨ e1d1 ee e¥ece :1 e\e) would alter its form.
on a success. Armour Class 17 (Natural Armour)
Hit Points 110 (12d10 + 44) Psychic Absorption. Whenever the golem is subjected to psychic
Speed 30 ft. da0ae¨eea&e\1:da0ae1d
a 1\eeadWea1\1O0beW
a :eT:1e\

Golems 1d\
a bPcaWWP1:Oeea\&\eaeWe
:Wde~:O\:Wee01d¤aeW\
a e::0T:Wea1e¨\ecWee¨
P e1eec:):1P˝1ce
S ee STR DEX CON INT WIS CHA
equal to the psychic damage dealt.

Magic Resistance. The golem has adv antage on saving throws against
Brain Golem golem cannot communicate and incapable of Independent
thought or complex problem solving, there are limitations
24 (+7) 9(-1) 16 (+3) 10 (+0) 12 (+1) 8 (-1) \Te))\1d
a :eeW0aca)e¥ece\˝

Physically, mind flayers are only slightly stronger than 1eeea\&\eca1caWWP:Oe˝N:1eee)e\\¨ee\e:)e0\We


a Damage Vulnerabilities Necrotic Magic Weapons. Te:)e0Ł\eaT:1eea
a c&\We
a 0aca)˝
the average human. Because, this does not satisfy their held with great awe within the colonies and are treated with Damage Resistances Lightning Rampage. When the golem reduces a creature to 0 hit points with a
need for having an overwhelming advantage on all almost as much respect as the elder brain itself. Damage Immunities P \Pcc B)Ode:11¨ PeWc1¨ a1d 0e)eeeea
a c&:1e\eOW1¨ee:)e0ca1ea&eb:1O\
a ace:1e:0:~eOT
fields against any who challenge them, they’ve come up S)a\1 W:0 N:10a ca) Aeeac&\ eae aWe1Łe Ada0a1e1e e:)a e\\Teed1d
a 0a&ea\)a0eea
a c&˝
with some creative solutions. Ironically, their solution to Creation. Wa
B 1 :)e0\ We
a cWeaeed 1 eWee d¥eWe1e

Pa eT §W\e\W:0eee)deWbWa1e\e)˝H:e~eW¨e\ Condition Immunities Charmed, Exhaustion, Frightened, Telepathic Hub. When the golem receives a telepathic message, it can
their lacking brawn is even more brains. telepathically share that message with up to seven other creatures
method leaves the elder brain vulnerable as it requires Paralyzed, Petrified, Poisoned
e1XVVeee:eeaeeca1\ee˝
Royal Guards. Brain golems will be deployed to protect the \edd1:¥TaWe\:e\e)˝ Senses WOe\e
T W –V e˝¨ Pa\\~e PeWceTe:1 WX
e)deW bWa1ee c:):1P\ea W\&˝eT c:):1P 0a~e
aP a Languages Understands the languages and telepathic Actions
This second method involves illithid collecting the brains c:00a1d\ : e\ cWeae:W¨ bOe ca1Łe \Tea&
couple of brain golems. However, the elder brain can create
of intelligent creatures and using them to craft the body Multiattack. Te:)e00a&e\e:\)a0eea
a c&\˝
:1eea ))bP\edd1:¥e\:10a\\˝\T TW:ce\\ca1be Challenge WV ·¨‚VVXP Proficiency Bonus+4
of the brain golem. After assembly is complete, the
W\&P\a eWedOce\ee:~eWa))ea)e:eee)deWbWa1O1e) Slam. Melee Weapon Attack: øWW e: e¨ Weac · e˝¨ :1e eaWee˝ He˙ –V
golem is embued with psionic power. Once empowered, Aversion of Decay. I ee :)e0 ea&e\ 1ecW:ec da0a e¨ e a\ †d•øYb)Ode:11da0ae˝
the golem is reabsorbed.
the illithid add a segment of the elder brain to act as d\ad~a1ea e :1 aeeac& W:))\ a1d ab)eP cec&\ O1e) ee e1d : e\
Secret Servitors. While their primary purpose is to protect ee :)e0Ł\ ead˝ O1ce c:11eceed¨ ee :)e0\ ead next turn. Mind Blast (recharge 5-6).T\eea a c&\XaV::ec:1e˝A1P:1ecaOe
1e\Wea
a 0O\e\Occeed:1I1ee))e1ce
a \a~eDCW–:Wea&e–W‡d•
the elder brain, brain golems also have less common uses. secretes a slimy substance that sheathes the body in a Inertial Armour. The golem has +2 to its AC (included in its natural AC). psychic damage and be stunned for 1 minute. A creature can repeat the
e1
W 1ece\\aWP¨ eeP ca1 O1ce:1 \a ee e)deW bWa1Ł\ thin membrane. \a~1 eW: ea ee e1d : eac :e\ eOW1\¨ e1d1 ee e¥ece :1 e\e)
on a success.

Masters of the Mind - Page 22 Masters of the Mind - Page 23


rB ain oG lem, Loot Mind flayers craft Nyraala golems from a combination
5 lbs of scrambled brain matter. of Underdark fungus, humanoid flesh, and illithid
mucus (which leads to a grotesque squishing sound as
d12 Item(s) they move). They have a humanoid torso from the waist
X W ·~a)\:01d¤aeW
P 0OcO\
Y‚ †1eaceO0a1:dbWa1\
up with a massive tentacle where the head would be.
0-1 1 Ring of Mind Shielding Below their waist are three powerful tentacles that
–W ø–GWeaec)Ob they use to move about. The smell of their decomposing
flesh is only partially covered up by the combined
scents of illithid slime and the foul-smelling fungus
Nyraala Golem which makes up the rest of their mass.
Nyraala golems are uncommon constructs found near Ambush Protector. One peculiar ability of the nyraala
or within mind flayer colonies. While not capable of a G:)e0 \ eeW b)eP
a e: bWea& d:1 1e: 0:O1d\ :
brain golems level of destruction, these constructs are unsuspecting fungus seemingly growing over decay. While
deadly in their own right. dec:1\eWOceed¨ee:)e0Ł\\e1\e\\e)):W&¨)):
a 1ee0
e:deeece1eWOdeW\˝\T 0a&e\ee0e¥ece~e\e1e1e)\:W

Nyraala Golem
Large construct, Unaligned Immutable Form. Te :)e0 \ 00O1e e: 1Pa \Te)) :W e¥ece eae
Armour Class 18 (Natural Armour) would alter its form.
Hit Points 98 (10d10 + 43) Magic Resistance. The golem has advantage on saving throws against
Speed 30 ft. \Te))\1d
a :eeW0aca)e¥ece\˝

STR DEX CON INT WIS CHA Magic Weapons. Te:)e0Ł\eaT:1eea


a c&\We
a 0aca)˝
19 (+4) 12 (+1) 20 (+5) 6 (-2) 11 (+0) 1 (-5) Poison Absorption. Whenever the golem is subjected to poison
da0ae¨eea&e\1:da0ae1d
a 1\eeadWea1\1O0beW
a :eT:1e\
Skills PeWceTe:1 ø†¨ Seea)e øY equal to the poison damage dealt.
Damage Vulnerabilities Fire TW:eece1a 01d ¤aeWŁ\
P be):11\ :Wec1
a :~eWe
y o u r s te p he re. Looks
Watch
Surprise Attack. Te:)e0a\ad~a1eae:1eea
a c&W:))\1\e
a 1Pa
“Ah gross. finish it’s
Damage Immunities NecW:ec¨ P:\:1¨ P \Pcc¨ B)Ode:11¨ cWeaeOWeeae\\OWTW\ed¨1d a edea)\1da eeWaV
W †dXda0aeeac when it may be vulnerable. The downside is that the golem
e0eee\\OcacWeaeOWee1a eea
a c&˝ cannot move while in this form. However, the golem can i n g d i d n ’t
like someth
PeWc1¨ a1d S)a\1 W:0 N:10a ca) Aeeac&\ eae aWe1Łe
VOc&)PWec:1\eWOcee\e)e:ea&ece:1˝
a
Adamantine Actions
Condition Immunities Charmed, Exhaustion, Frightened, meal” e S c o u t ’s last words
Multiattack. Te :)e0 0a&e\ eWee eea
a c&\˙ e: \)a0 eea
a c&\¨ 1d
a
In Illithid Society. The primary purpose of creating the
-Wilret, t h
PaWa)P Sed¨ PeeW§ed¨ P:\:1ed :1eeadee1eac)eeea
a c&˝ nyraala golem was to achieve brute strength within the
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 W colony without requiring the demanding resources needed
Languages Understands the languages and telepathic Slam. Melee Weapon Attack: øY e: e¨ Weac · e˝¨ :1e eaWee˝ Hit: 13 to craft a brain golem. Instead, the construction of a nyraala
(2d8 + 4) bludgeoning damage.
c:00a1d\ : e\ cWeae:W¨ bOe ca1Łe \Tea& golem only requires the illithid to collect fungus, cadavers,
Challenge • †¨‚VV XP Proficiency Bonus +3 Head-Tentacle. Melee Weapon Attack:øYe:e¨WeacV
Hit: 9 (1d10 + 4) bludgeoning damage.
W e˝¨:1eeaWee˝ 1d
a ee0OcO\eae\ecWeee\W:0eeW\&1˝˝ Weapons, Armour & Items
Status. The nyraala golem is not nearly as impressive as a 5 lbs of rare underdark fungus.
Aversion to Fire. TedWa:1Ł\11aee\Te))ca\e1b)eP a \I1ee))e1ce Reactions brain golem, but to be an illithid with a nyraala golem is a d12 Item(s)
\Te)) \a~e DC ‚W øWV e:e e \Te))eea
a c&\˝ Ie ca111aee)P ca\e ee
following spells, requiring no components: Parry and Counter Te:)e0add\–e:e\1\e aCA :1e0e)eeeea
a c&
\1§ca1e\eaeO\b::\ee1eec:):1P˝ -1 6 skeletal humanoid remains
eae :O)d e e˝ I ee eea
a c& 0\\e\¨ ee :)e0 ca1 0a&e :1e 0e)ee Y‚ W:ee1O0a1:d¤e\
eea
a c&1\ea eeeea
a c&eWe\e1e\Weac˝
\de
A W:0 Wa\1 :1eŁ\ \eaeO\¨ ee\e :)e0\ TW:~de 0-1 1 Ring of rP otection
False Appearance. While the golem remains motionless, it is
1d\e1O\ab)e W:0 O1O\ : ee U1deWdaW&˝ )eW ee :)e0 \eW~ce\ :W eeW cWeae:W\ eae 01d ¤aeW\
P 0aP dee0 21 1 + Weapon
remains motionless, it is indistinguishable from fungus of the O1§ee1:Wee0\e)~e\e:d:˝F:Wea0T)e¨ee:)e00aP
1deWda
U W&˝ be \e1e :¥ e: WeeWe~e1a ee0¨ :W TeWaT\ d\T:\e :ee
b:de\:ee01d¤aeW\
P ::d˝

Masters of the Mind - Page 24 Masters of the Mind - Page 25


Grey Weaver Hundreds of mind flayer larvae are wasted to create
a grey weaver. However, once a colony obtains a grey :)d a \1§ca1e)PeW \Occe\\ Waee1 e~eWPe1eeP eeWePea~eW\a 0ee:d
a :eecOe:1˝eT 01d¤aeW
P
Due to the unique nature of how illithid reproduce, weaver, they become an asset to the colony’s success. set out to do. Because of this, such colonies should be sentenced to death is fed to the grey weaver.
on infrequent occasions, new forms of illithidae are As such, if something were to ever happen to their considered a potential planar level threat.
Heirs To the Throne. ecaB O\e )e1Ł&a We
a b:W1 W:0 ee
discovered. Grey weavers are one such subspecies. The illen’gka, despite its difficulty in recreating, they would
grey weavers (known as illen’gka in the Underdark) Priviledged Position . Because of their importance, the same tadpoles that create ulitharid, they have certain
undoubtedly do it all again. grey weavers are the only illithid within the colony that are e)e~aeed W:)e\ 1 ee c:):1PŁ\ eWaWcP˝ F:W ea0T)e¨
are created when a drider successfully undergoes
ceremorphosis. Unfortunately, the success rate is permitted (sometimes required) to be with the elder brain suppose there is no ulitharid in the colony and the elder
Third Eye. The grey weavers can see into the future. They ea ))
a e0e\˝\\T :W\eWaeecTOWT:\e\\a eee)deWbWa1Ł\ brain parishes. In that case, the grey weaver will lead the
incredibly low for creating grey weavers, because it
&1: : eeW 00edaee OeOWe ea )) a e0e\¨ 1d
a e )aW \ ee 0:\e :We§ed˝ Mea)\ We a TW:~ded e: ee WeP c:):1PO1e)1a O)eaWd\cWeaeed˝GWePea~eW\ePTca))P
relies on the same tadpoles that become ulitharid.
concentration, can observe possible futures in other ea~eW\a eePTca))Pca1Łe)ea~eeec:):1P:We\ca0beW\˝ have no desire to split the colony and lead independently.
):cae:1\˝1&\
a T e:e\e¨c:):1e\eae~e
a 1a ))e1Ł&a The grey weavers are so important to collonies that the Regardless, given the right circumstances, a grey weaver
elder brain will allow the grey weaver to consume portions can transform into an elder brain

Grey Weaver (Illen’gka)


of it in times of famine. Some colonies may go as far as using

Large aberration, Lawful Evil Innate Spellcasting (Psionics). The grey weaver innate spellcasting
Armour Class 12 (Natural Armour) b)eP
a \ I1ee))e1ce \Te)) \a~e DC Y˝
W Ie ca1 11aee)P ca\e ee
following spells, requiring no components:
Hit Points 110 (13d10 + 39)
Speed 30 ft. At Will: augury, detect thoughts

STR DEX CON INT WIS CHA 3/Day: scrying


16 (+3) 15 (+2) 17 (+3) 21 (+5) 19 (+4) 21 (+5) 1/Day: find the path, foresight, legend lore

Saving Throws INT +9, WIS +8, CHA +9 Actions


Skills AWca1a ø‚¨ DeceTe:1 ø‚¨ I1\e ø•¨ PeWceTe:1 ø•¨ Tentacles. Melee Weapon Attack: ø‚ e: e¨ Weac · e˝¨ :1e cWeaeOWe˝
PeW\Oa\:1 ø‚ Hit˙ XW –dWV ø · T\Pcc da0ae˝ I ee eaWee \ )aWe :W \0a))eW¨ e
Senses WOe\e
T W –V e˝¨ Pa\\~e PeWceTe:1 WX \ WaTT)ed e\caTe DC W· 1d
a 0O\e \Occeed :1 a DC YW I1ee))e1ce
saving throw or be stunned until this grapple ends.
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge WV W¨•VV XP Proficiency Bonus+4 Extract Brain. Melee Weapon Attack: ø‚ e: e¨ Weac · e˝¨ :1e
1caTaceaeed cWeaeOWe WaTT)ed bP ee GWeP eaW ~eW˝ Hit: The target
ea&e\ XV WdWV TeWc1 da0ae˝ I e\ da0ae WedOce\ ee eaWee
Evasion. We1 ee WeP ea~eW \ \ObDeceed e: 1a e¥ece eae )):\ a e e: V e T:1e\¨ ee WeP ea~eW &))\ ee eaWee bP eeWace1 1d a
e: 0a&e a DeeeWeP \a~1 eW: e: ea&e :1)P )a da0ae¨ e 1\eead devouring its brain.
ea&e\ 1: da0ae e \Occeed\ :1 ee \a~1 eW:¨ 1d a :1)P )a
damage if it fails. Web (Recharge 5-6). Te GWeP eaW ~eW \Te\ :Oe a †V::e c:1e :
psychic webbing. Each creature in the area is restrained and must
First Strike. The grey weaver has advantage on initiative rolls.. \Occeed :1 a DC YW I1ee))e1ce \a~1 eW: :W ea&e –† ‡d• ø ·
psychic damage and be stunned for 1 minute. A creature can repeat the
Foresight. Te WeP ea~eW ca1Łe be \OWTW\ed 1da a\ ad~a1eae :1 \a~1 eW: ea ee e1d : eac :e\ eOW1\¨ e1d1 ee e¥ece :1 e\e)
eea
a c& W:))\¨ b)eP
a cec&\¨ 1d
a \a~1 eW:\˝ Adde:1a))P¨ :eeW on a success.
cWeaeOWe\~e
a d\ad~a1eae:1eea
a c&W:))\1\e
a eeWePea~eW˝
A \ 1a ace:1¨ a We\eWa1ed cWeaeOWe ca1 0a&e a DC YW eWe1e
S cec&¨
Magic Resistance. Te GWeP eaW ~eW a\ ad~a1eae :1 \a~1 eW:\ bOW\e1 ee ebb1 :1 a \Occe\\˝ Te ebb1 ca1 )\: a beeea
a c&ed Weapons, Armour & Items
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝ 1d
a de\eW:Ped CA V W T · ~O)1eWab)eP e: §We da0ae 00O1eP e: A large silk gland
bludgeoning, poison, and psychic damage).
Spider Climb. The Illen’gka can climb difficult surfaces, including d12 Item(s)
upside down on ceilings, without needing to make an ability check. Reactions 1- 6 1 vial of slime that acts as a oP tion of Mind Reading
9- 7 1 vial of slime that acts as a oP tion of clairvoyance
Web Walker. Te I))e1Ł&a 1:We\ 0:~e0e1e We\eWce:1\ caO\ed bP Uncanny Dodge. When an attacker hits the Illen’gka with an attack, it
can use its reaction to halve the attack’s damage against it. 10-11 Tentacle rod
webbing.
–W TdeW
S eaS ¥

Masters of the Mind - Page 26 Masters of the Mind - Page 27


Mozgriken Born from the Shadows. When implanting an illithid
tadpole into a svirfneblin, both the tadpole and host die due
1&\
a T e: ee c:0b1ae:1 : eeW ))ed T\:1c\¨ 1d
eeWd: a S e)) T:eW\¨ ee 0:SW&e1 We
a
a caTab)e :
H:e~eW¨\:O)dee0:SW&e1beO1ab)ee:e\caTe¨e))
use its psionic abilities to transform its limbs into weaponry.
When ceremorphosis is performed on a svirfneblin, e:ee1:0eŁ\00O1e\P\ee0&))1eeeadT:)e˝W:O
T b)ee\
a beP:1d ee ~eWa
a e 01d ¤aeW˝P F:W ea0T)e¨ E~e1eeP0a1aee:eOW1eeede\¨eeP))\e))ea&eee
it usually results in the death of the host and tadpole. eTeW0e1eae:1¨ 01d ¤aeW\
P d\c:~eWed ee T:eW M:SW&e1 ca1 ca1e eeW TP\ca) :W0 e: a cWeaeOWe opportunity to escape.
However, when combined with a dark ritual, a
of the Shadowfell and how it can be harnessed to alter or object of a similar size. This proves incredibly useful for
mozgriken will be created. These small stealth Black Sheep. Unfortunately, despite their usefulness, there
ceremorphosis. By utilizing the same energy that can alter 1§)eWae1 de1\e OWba1 \eee)e0e1e\ \a 0:\e 0:SW&e1
operatives retain their deep gnome stature, but the \ a Weae dea) :bO\e
a e:aWd\ 0:SW&e1e1 01d
dragons into shadow dragons and controlling it with their will use psionics to physically alter their form. For example,
unique process of their ceremorphosis mutates their ¤aeWP c:):1e\˝ DeeT 1:0e\ We a a 0a\\~e 1O\a1ce e:
T\:1cT:eW\¨eePc:O)dcWeaee0:SW&e1˝ they can change into a dog, bench, or a small creature or
bodies. The mutations are not consistent or uniform 01d ¤aeW\¨
P 1d
a \: eeP :ee1 ea&e :Oe eeW We\e1e0e1e
among all mozgriken, so you’ll rarely see two that look :bDece eae \OWace de))eW\ :1Łe ea&e 0Oc 1:ece :˝
Stealth Reconnaissance .eT 01d¤aeW\ P ~ea 1O0eW:O\ :1 ee 0:SW&e1˝ ecaB O\e : e\ We\e1e0e1e e:aWd\
alike. Their bodies become malleable, allowing their )eW 1e\:W0¨ee0:SW&e1))deeecee:Oe\˝I¨:W
tools at their availability to collect and gather information. svirfneblin, it is suspected that the discovery of creating
psionics to reshape their body in almost any way they \:0eWea\:1¨e\\eWaeePTW:~e\e:be1e¥ece~e¨:Wee
)eW ee \&0)e\ We a \OTeW:W ea Wec:11a\\a1ce¨ eeP 0:SW&e1 0a~e aP d a daW&eW :W1\˝eT TW:ce\\\a
please. Their only unifying trait is that they have three 0:SW&e1\d\c:~eWed1d a 1eed\e:0a&e1a e0eWe1cP
are so rare that few colonies have one. Thralls and oblex never intended to create something. Worst of all is the
tentacles. escape, it can disappear into the shadows.
We
a caTab)e : Wec:11a\\a1ce¨ bOe eeP We1Łe
a e:Oe Wea\:1 eae 01d ¤aeW\ P 0\eWeae 0:SW&e1˝ Va1eP˝ N:
)0eae:1\˝eT 0:SW&e1¨:e~eW¨ca1becWeaeed)0:\e
a Combat. M:SW&e1 )) d: ))
a 1 eeW T:eW e: ~:d
a 0aeeeWeeO\eO)1e\\:ee0:SW&e1¨eeP:1)P~e a eWee
:1de0a1d1d a We
a )P\&))edea Wec:1˝ direct combat, expending all of their resources to escape. tentacles, and the illithid view this as a serious imperfection.

Mozgriken
ecaB O\e : e\ eWeae0e1e¨ ee 0:SW&e1 :ee1 c:1\deW
ba
a 1d:11 eeW c:):1e\˝ H:e~eW¨ eePŁWe Ta1O))P
We
a a 1::1e:O)dea&eee011d a :O)dVOc&)PTeW\
1 ee 1deWda
U W&˝ E~e1 O1eed¨ eeW ca1ce\ : \OW~~a)
Small aberration (shapechanger), Lawful Evil Shapeshifter. Te 0:SW&e1 ca1 O\e e\ ace:1 e: T:)P0:WT 1e:
Armour Class 15 (Natural Armour) 1Pa S0a)) cWeaeOWe :W :bDece O1e)e\ c:1ce1eWae:1 e1d\¨ :W bac&1e: would be slim.
its true form. Its statistics are the same in each form so long as it is
Hit Points 34 (8d6 + 6) polymorphed into a creature. Any equipment it is wearing or carrying
Speed 20 ft. \1ŁeeWa1\:W0ed

STR DEX CON INT WIS CHA I ee 0:SW&e1 ca1e\ \aTe 1e: 1a :bDece e\ CA \ V
W 1d
a e\
e T:1e\ We0a1 ee \a0e˝ A \ 1a :bDece¨ e\ \e1\e\ \e)) :W&¨ 1d
a Skimlexis
13 (+1) 15 (+2) 14 (+2) 17 (+3) 16 (+3) 15 (+2) e ca1 ea&e 1: ace:1\ eceTe :W WeeOW11 e: e\ :W1a) \aTe :W It’s very rare for mind flayers to capture a doppelganger,
polymorphing into a new creature or object. as it’s almost always unintentional. However, if a mind
Saving Throws INT ø·¨ WIS ø·¨ CHA ø‡ flayer colony does convert a doppelganger, it could
Shadow Blend. )e W 1 d0 )e :W daW&1e\\¨ ee 0:SW&e1 ca1 O\e
Skills AWca1a ø·¨ DeceTe:1 ø‡¨ I1\e ø·¨ PeWceTe:1 ø·¨ a bonus action to become invisible, along with anything it is wearing mean the end of several civilizations.
Seea)eøX :W caWWP1˝ Te 1~\b)eP )a\e\ O1e) ee 0:SW&e1 O\e\ a b:1O\
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 W – ace:1 e: e1d e :W O1e) ee 0:SW&e1 eea
a c&\¨ \ 1 bWe )e¨ :W \
incapacitated.
Languages U1deW\ea1d\ bOe ca11:e \Tea& DeeT STeec¨
G1:0\¨ a1d U1deWc:00:1˝e)eTa
T eP W –V e˝ Sight Link. A \ a b:1O\ ace:1 ee 0:SW&e1 ca1 eaWee a cWeaeOWe e
ca1 \ee˝ Te 0:SW&e1 ee1 1: ):1eW \ee\ eW:O e\ :1 ePe\ bOe
Challenge † YVV XP Proficiency Bonus+2 instead sees through the eyes of the targeted creature. If the targeted
cWeaeOWe\TOeO1deWaeS e¥ece\Oca\0edO\a a Ł\TeeWP1ae¨ S Master Infiltrators. D:TTe)a1eW\ We a We0aW&ab)e
ee0:SW&e10O\e)\: a 0a&e1Pa WeVOWed\a~e\:We)\eO1deW:ee
Body Weaponry. Te 0:SW&e1 ca1 O\e T\:1c\ e: \aTe e\ b:dP \a0ee¥ece\˝
1§)eWae:W\˝ H:e~eW¨ c:0TaWed e: a \&0)e\¨ ee
\: eae e\ \)a0 eea
a c& ca1 be ca1ed e: d: b)Ode:11¨ TeWc1¨ doppelganger can seem almost harmless. When trying to
:W \)a\1 da0ae˝ Ie\ \)a0 eea
a c&\ dea) 1a adde:1a) † d‡
W øW Innate Spellcasting (Psionics). Te M:SW&e1Ł\ 11aee \Te))ca\e1
T\Pccda0ae˝)eW e\b)eP
a \ace~e¨ee0:SW&e1ca11:eO\e
:~eWeW:a c~)Se:1¨
a 01d ¤aeW\
P ~ea \e~eWa) eacec\
ability is Intelligence (spell save DC 13). It can innately cast the at their disposal. For example, they may try to manipulate
e\1d\
a :WWe§1eddeeeW:O\ea\&\˝ following spells, requiring no components: Weapons, Armour & Items a leader from afar with psionics by manipulating their
Creature Sense. Te 0:SW&e1 \ aWe : ee TWe\e1ce : cWeaeOWe\ A fabric like portion of corporeal shadow
At Will: detect thoughts thoughts, posing suggestions as thoughts they came up with
within 2 miles of it that have an Intelligence score of 4 or higher. It
on their own. Or they may start a cult by posing telepathic
&1:\ ee d\ea1ce 1d
a dWece:1 e: eac cWeaeOWe¨ a\ e)) a\ eac
cWeaeOWeŁ\ I1ee))e1ce \c:We¨ bOe ca1Łe \e1\e 1Pa e1 e)\e b:Oe
a e˝
Actions d12 Item(s)
c:00O1cae:1 \a TWe0e1e:1\ eae ee 01d ¤aeW\
P
1-6 1 Scroll of Darkness
A cWeaeOWe TW:eeceed bP a 01d b)a1& \Te))¨ a 1:1deeece:1 \Te))¨ :W Slam. Melee Weapon Attack: ø† e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit˙ · 7-9 Ring of Obscuring (Explorer’s uG ide to Wildemount) personally ensure come true. One common method is
\0)aW0acca1ŁebeTeWce~ed1e\0a11eW˝ dX
W ø–b)Ode:11da0ae˝ 10-11 Shadowfell Shard (Tasha’s Cauldron of Everything) to abduct and enthral a political leader to use them as a
12 Portable hole
Magic Resistance. Te 0:SW&e1 a\ ad~a1eae :1 \a~1 eW:\ political puppet.
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝

Masters of the Mind - Page 28 Masters of the Mind - Page 29


eT Weaee\ed~a a 1eae:\&0)e\\eaeee\e0ee:d\ e ca1 0:\e ea\)P &d1aT 1d
a WeT)ace˝ O1ce &d1aTTed¨ \T )e1eP TW:ce\\ )) c:1e1Oe O1e) ee \&0)e\ The tzakandi are valued for their strength and
We
a 1:):1eW1ece\\aWP˝I1\eead¨ee01d¤aeW\ P ca11: ee \&0)e\)) TW:be eeW 01d O\1eeW T\:1c\ e: ca11a e1:O T:)eca) 1¤Oe1ce :W WeT)ace ee ead willingness to take orders. Physical superiority is the
send one of their own into the home of their prey with no gather all the information that it can. It will then consume of the governing politics. Then, after the politicians, the only trait lacking in mind flayers, so having tzakandi in
:1e be1 ee\eW˝ FOWeeW0:We¨ ee \&0)e\~e a 1a their brain to discover anything that may have been missed \&0)e\ WeT)ace\ ee ):ca) )a e1:Wce0e1e 1d
a :eeW the colony is an asset. From a distance, some tzakandi
arsenal of psionic abilities at their disposal. Imagine being :Wbee1O1ab)ee:eeW˝ a \T \ee§W\e\eeTe:aWd\ee forms of power. Once this happens, it is near impossible may be mistaken for lizardfolk. Tzakandi can most
1c:OWeW::0
a 1d
a \Odde1)Pe1e\\1eedO&eeea a c&1 \:ceePŁ\d:1a))˝ for that society to be saved or recovered. easily be identified by their long tentacles that grow out
ee &1˝OWe)P
S e\:O)d 0ea1 ee dO&ed a :1e 0ad˝ of the back of their heads and their hands only having
OeB :O P :O)d1ŁeDO0Te:eec:1c)O\:1eaeeedO&e\a
\A 0:\e T:)eca) \P\ee0\ d:1Łe We)P :1 a \1)e
1d~dOa)¨ ee \&0)e\)) ea&ee\ e0e e: §e1˝)e W
Tzakandi four fingers.
d:01aeed1d a 1:ce1
a :Oeeec:00a1d\:\&0)e
a \ Tzakandi are fearsome protectors of their illithid
1§)eWae1 a ceP¨ ee \&0)e\ 0aP bW1 1a Ob)e masters. Within the illithid social hierarchy, tzakandi When lizardfolk undergo ceremorphosis, the mind
\ee1 be\de :O˝
P A 01d ¤aeW
P c:):1Pe a \&0)e\
TaS 1 ee S M:Wde1&a1e1Ł\ :0eT : F:e\ T˝ –WY˝ are not considered equal to “true illithid.” However, they flayers will pick what they deem to be the smallest and
can accomplish levels of subterfuge that were previously weakest looking tadpoles. It’s uncertain if they do this
eT \&0)e\ )) Wa\e ee Ob)e \Ta1 O1e) e ca1 hold a higher position in the status quo than mozgriken,
unachievable. because the smaller tadpoles have a better success rate
assimilate creatures it has been fed. Once the Oblex can urophion, uchuulon, and mind witnesses. Nonetheless,
Replacing the Head .e1W a \&0)e\\ \ee :Oe e: ea&e \\0)a
a ee¨ ee \&0)e\ )) O\e ee Ob)e e: WeT)ace illithids consider the tzakandi to be nothing more than or if this is another form of discrimination within illithid
over the leadership of a society, it will usually try replacing 1:eeW
a T:)eca1˝ I 1:e T:\\b)e¨ ee \&0)e\ 0aP guards and front-line warriors. colonies.
someone in the town. Once in, it will identify a politician 1\eead bW1 ee T:)eca1 bac& e: ee c:):1P e: be
Body and Mind.ecaB O\e&a
a S T 1dd:1:ece~e a ee\a0e
turned into a thrall.
level of intellectual superiority as the “true illithid,” they

Skimlexis
:cO\eeWe¥:We\e)\eeWe˝&a a S T 1d\Teca)Se1b)ee\
a
that aid them in physical combat. They can create a force of
inertia around their bodies to form a full body shield,

Medium aberration (shapechanger), Lawful Evil Innate Spellcasting (Psionics). Te \&0)e\Ł\ 11aee \Te))ca\e1
Armour Class 15 (Natural Armour) b)eP
a \ I1ee))e1ce \Te)) \a~e DC XW˝ Ie ca1 11aee)P ca\e ee
following spells, requiring no components:
Hit Points 79 (14d8 +16)
Speed 30 ft. At will: calm emotions, detect thoughts, enthrall, levitate

WdaP eac˙ charm person, hold person, dominate person, geas, mass
r si n c e V o s k became
STR DEX CON INT WIS CHA
ried, eve uard seem
“... I’m wor
suggestion, modify memory, sleep
12 (+1) 22 (+6) 14 (+2) 20 (+5) 17 (+3) 19 (+4) t h e c i t y g
council, tics
Actions head of the o r e i n vo lved in poli
nd m
Saving Throws INT ø•¨ WIS øX ¨ CHA øY
Tentacles. Melee Weapon Attack: ø• e: e¨ Weac · e˝¨ :1e eaWee˝ to be more a t h e blacksmith
Skills AWca1a ø•¨ DeceTe:1 øWV ¨ I1\e øX ¨ PeWceTe:1 øX ¨
Hit
-Ro b e r t ,
XW –dWV ø · T\Pcc da0ae˝ I ee eaWee \ MedO0 :W \0a))eW¨ e \
PeW\Oa\:1 øY¨ Seea)e ø• WaTT)ed e\caTe DC W– 1d a 0O\e \Occeed :1 a DC XW I1ee))e1ce
Condition Immunities Charmed saving throw or be stunned until this grapple ends..
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WX Extract Brain. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac · e˝¨ :1e
Languages Common, Deep Speech, Telepathy 120 ft., 1caTaceaeed O0a1:d WaTT)ed bP ee \&0)e\˝ Hit: The target
ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee:
Undercommon Ve T:1e\¨ ee \&0)e\ &))\ ee eaWee bP eeWace11d
a de~:OW1
Challenge · W¨•VV XP Proficiency Bonus+3 its brain.

Read Thoughts. Te \&0)e\ 0aca))P Wead\ ee \OWace e:Oe\


Ambusher. Te \&0)e\ a\ ad~a1eae :1 eea
a c& W:))\ 1\e
a 1Pa : :1e cWeaeOWe e1 XV eee : e˝ Te e¥ece ca1 Te1eeWaee baWWeW\¨ Weapons, Armour & Items
creature it has surprised. but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin d1 4 x 0 1 gp, and a lC oak of Many aF shions.
\eee : )ead b):c&\ e˝ )e
W ee eaWee \ 1 Wa1e¨ ee \&0)e\ ca1
Shapechanger. Te \&0)e\ ca1 O\e e\ ace:1 e: T:)P0:WT 1e: c:1e1OeWead1e\e:Oe\¨a\):1a\ee\&0)e\Ł\c:1ce1eWae:1 d12 Item(s)
a S0a)) :W MedO0 cWeaeOWe e a\ \ee1¨ :W bac& 1e: e\ eWOe :W0˝ Ie\ \1Łe bW:&e1a\ c:1ce1eWae1:1 a \Te))˝)e W Wead1ee eaWeeŁ\ -1 6 lC oak of lE venkind
statistics, other than its size, are the same in each form. Any equipment 01d¨ ee \&0)e\ a\ ad~a1eae :1 W\d:0 I1\e 1d a CW\0a
a -7 9 Amulet of rP oof against eD tection and Location
e \ eaW1 :W caWWP1 \1Łe eWa1\:W0ed˝ Ie We~eWe\ e: e\ eWOe :W0 DeceTe:1¨I1e0dae:1¨1d a PeW\Oa\:1cec&\1\e a eeeaWee˝ 0-1 1 oB ot of lE venkind
it dies.
21 aD gger of Venom
Magic Resistance. Te \&0)e\ a\ ad~a1eae :1 \a~1 eW:\
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝

Masters of the Mind - Page 30 Masters of the Mind - Page 31


as well as force their adrenal glands into overdrive. Lastly, Combat .\A eeeS&a
a 1dWe
a TWSedc:0baea1e\¨c:):1e\
ee&a
a S T 1dca1:cO\:1ee0\eePca1\ee1d
a :~eW):ad that use them will dedicate training halls for them.
ee0e&1eece1eWP˝e1 W O\ed:1\0aa ))ee0\¨eeP &a
aS T 1d TWeeW e: :W& 1 W:OT\ : e: :W 0:We e:
can cause the object to explode. Most commonly they can split up groups. By doing this, they can occupy both
O\ee\b)ePa e:cWeaeeea&T:1e\1eeW:e\TW:eece~e spellcasters and martial combatants.
eaW˝:0e S &a
a S T 1d))TWacecee\b)eP
a 1:Te\::1e
O1e TaWecO)aW)P O1VOe b)eP
a : ee eS&a
a 1d \
da0aP &1ead\eT):de˝
spitting globs of acid. The acid is comprised of similar
Viciously Loyal . While in the development stages, the compounds that illithid tentacles extrude when they
eS&a
a 1d \ T\:1ca))P 0TW1eed e a \1)e 01d
¤aeW˝
P e\e
T eS&aa 1d )) :ee1 \eW~e \a ee ))edŁ\
b:dPOaWd˝H:e~eW¨eaeŁ\1:ee:\aPeae1a ))ed)) Tzakandi Loot
~e
a :1)P :1e eS&a
a 1d˝ F:W ea0T)e¨ ee 01d ¤aeWP 1 1d3 pieces of scrap metal.
caWe :dee1ce\ :W eaceca) \eW&e\ c:O)d~e a \e~eWa)
eS&a
a 1d˝ d12 Item(s)
1- 6 1 vial of strong acid (3d8 acid damage)
9- 7 Cursed Luckstone
10-11 Earworm (Eberron: Rising from the Last War)
12 Stone of oG od Luck

Tzakandi
Medium aberration, Neutral Evil &a
Sa T 1d1\
a aT:1e:eaO\e:1˝
Armour Class 16 (Natural Armour)
Innate Spellcasting (Psionics). Te eS&a
a 1dŁ\ 11aee \Te))ca\e1
Hit Points 60 (10d8 +15) ability is Intelligence (spell save DC 13). It can innately cast the
Speed 30 ft. swim 30 ft. following spells, requiring no components:

STR DEX CON INT WIS CHA at will: detect thoughts, disguise self, levitate
14 (+2) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 13 (+1) Actions eee0Te
a e:bOWW:eW:OacWa1O0˝eT eS&aa 1d~ea Tzakandi Generals. e1 W eS&a
a 1d¨ ee e1eWa)\ We a
Multiattack. Te eS&a
a 1d 0a&e\ eWee 0e)ee eea
a c&\˝ O1e e e\
great aim and always target the eyes of their opponents comparable to Ulitharids in leadership roles. Should
Saving Throws INT ø·¨ WIS ø‡¨ CHA ø† a eS&a
a 1d caTea1 \: e1:O :We 1d a ~a)Oe¨ ee
bee¨1d
a e:eeŁ\c)a\ I ee eS&aa 1d ee) eae eeP We
a §e1 a T:eWO)
Skills AWca1a ø·¨ I1\e ø‡¨ PeWceTe:1 ø‡¨ Seea)e ø† O)eaWd :W e)deW bWa1 )) 0a&e c)a0 : ee eS&a a 1d
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 ‡W Bite. Melee Weapon Attack: ø‡ e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit: · :TT:\e:1¨ eeP )) O\e ea1dWO1 eacec\˝ H:e~eW¨
\a e\ TeW\:1a) eee1da a 1e˝ eT eS&a a 1dŁ\ TW:W)P
Languages Deep Speech, Draconic, Telepathy 120 ft., dX
W ø–TeWc1da0ae˝ eePce
a \a OaWd\¨ eeP)) 1:e WeeWeae1da §e O1e)
0TW1eed 01d ¤aeW P \a 1: \aP 1 ee 0aeeeW˝ e1
W
Undercommon their bitter end.
Claws. Melee Weapon Attack:ø‡e:e¨ Weac · e˝¨:1ecWeaeOWe˝ Hit: 4 a 01d ¤aeW
P c:):1P\a a eS&a
a 1de1eWa)¨ e)) ea&e
Challenge ‡ W¨WVV XP Proficiency Bonus+2 (1d4 + 2) slashing damage. Tzakandi Captians. &a aS T 1d eae ~e
a TW:~e1 eeW a leadership role within the colony, being higher in the
Acid Glob 1/day. TeeS&a
a 1d\Te\a):b:acdeaWeac:–V e˝¨ value and worth enough to be noticed by ulitharids social heirarchy to all but the most elite of ceremorphs
Magic Resistance. Te eS&a
a 1d a\ ad~a1eae :1 \a~1 eW:\ :W e)deW bWa1\ We a TW:0:eed e: caTea1\˝ &a aS T 1d such as the elder brain, ulitharid, brain stealer dragons,
eaWee1:1ecWeaeOWe˝TeeaWee0O\e0a&eDC a W–DeeeWeP\a~1
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
eW: :Wea&eW· †d•ø–acdda0ae:1)ed
a \a~e¨:W)a a\0Oc caTea1\)))) )ead W:OT\ : OT e: –V :eeW eS&a
a 1d and grey weavers.
da0ae:1\Occe\\O)
a :1e˝IeeeaWee)\
a ee\a~ebP·:W0:We¨ee
Hold Breath.TeeS&a
a 1dca1:)de\bWeae:WW·01Oee\˝
target is blinded for 1 minute. 1d
a c::Wd1aee Wad\ :1 \0a)) eWbe\ e ee :a) :
e1
W 0ac ee0\ Wea c:1§\caeed W:0 01d ¤aeW P
caTeOW1O0a1:d\:Wee01d¤aeW\˝ P
Inertial Armour. TeeS&a
a 1da\ø–e:e\CAI1c)Oded1e\CA ˝
Bonus Actions ~ce0\¨ee01d¤aeW\ P ))ePTca))Pde\eW:P\adee0\¨
Captains will be granted better equipment than other :e~eW eeP )) §W\e be 1\Teceed bP ee eS&a a 1d
Adrenal Control 1/day. A \ a b:1O\ ace:1 ee eS&a
a 1d eW:\ e\
Molecular Manipulation 3/day. Target a creature within 30 feet eS&a
a 1d¨ beaW1 ba\c W0:OW\
a 1d
a 0e)eee eaT:1\¨ e1eWa)¨\a e0ac::\e
P e:ea&e\adee0:We\e)˝
0eeab:)\0 1e: :~eWdW~e˝ F:W OT e: W 01Oee¨ )) a 0e)ee eea
a c&\ e
eae ee eS&a
a 1d ca1 \ee˝ eea
A c&\ 0ade 1\e
a eae cWeaeOWe We
a although if their platoon is successful the captain and its
0a&e\~e
a ad~a1eae¨1d
a 1Pa W:))\:W:W– W:00e)eeeea
a c&\ca1
c:1\deWed cWeca) e\ :1 1a O10:d§ed W:)) : ‚W :W –V˝ T\ b)eP
a
be WeW:))ed :1ce˝ EeeW W:)) 0aP be O\ed˝ AeeW e\¥ece
a \ :~eW¨ ee crew might be better equiped.
WeVOWe\eeeS&a a 1dŁ\c:1ce1eWae:1a\c:1ce1eWae1:1a\Te))˝

Masters of the Mind - Page 32 Masters of the Mind - Page 33


Tzakandi Captain Tzakandi General
Medium aberration, Neutral Evil Innate Spellcasting (Psionics). Te eS&a a 1dŁ\ 11aee \Te))ca\e1 Medium aberration, Neutral Evil 0eeab:)\0 1e: :~eWdW~e˝ F:W OT e: W 01Oee¨ )) a 0e)ee eea
a c&\ e
Armour Class 18 (Scale Mail Armour) b)eP
a \ I1ee))e1ce \Te)) \a~e DC W·˝ Ie ca1 11aee)P ca\e ee Armour Class 20 (Mind Carapace plate + Inertial Shield) 0a&e\~e
a ad~a1eae¨1d
a 1Pa W:))\:W:W– W:00e)eeeea
a c&\ca1
following spells, requiring no components: be WeW:))ed :1ce˝ EeeW W:)) 0aP be O\ed˝ AeeW e\¥ece
a \ :~eW¨ ee
Hit Points 59 (10d8 +15) Hit Points 148 (25d8 +36) &a
Sa T 1d1\ a aT:1e:eaO\e:1˝
Speed 30 ft., swim 30ft. at will: detect thoughts, disguise self, levitate Speed 30 ft., swim 30ft.
Innate Spellcasting (Psionics). Te eS&a a 1dŁ\ 11aee \Te))ca\e1
STR DEX CON INT WIS CHA da
W P : heat metal, telekenisis b)eP
a \ I1ee))e1ce \Te)) \a~e DC XW˝ Ie ca1 11aee)P ca\e ee
STR DEX CON INT WIS CHA
following spells, requiring no components:
16 (+3) 14 (+2) 16 (+3) 18 (+4) 15 (+2) 14 (+2) Actions 18 (+4) 15 (+2) 18 (+4) 19 (+4) 16 (+3) 15 (+2)
at will: detect thoughts, disguise self, levitate
Saving Throws INT øY¨ WIS ø·¨ CHA ø· Multiattack. TeeS&a
a 1d0a&e\eWee0e)eeeea
a c&\ee\\c0eaW˝ Saving Throws INT +8 (A) ¨ WIS øY (A) ¨ CHA øX (A)
da
W P : heat metal, telekenisis
Skills AWca1a øY¨ I1\e ø·¨ PeWceTe:1 ø·¨ Seea)e ø· Bite. Melee Weapon Attack: øX e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit: X Skills AWca1a ø•¨ I1\e øY¨ PeWceTe:1 øY¨ Seea)e øX
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 W · dX
W ø†TeWc1da0ae˝ Condition Immunities Frightened Actions
Languages Deep Speech, Draconic, Telepathy 120 ft., Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WX
Scimitar. Melee Weapon Attack:øXe:e¨Weac·e˝¨:1ecWeaeOWe˝ Hit: Multiattack. Te eS&a
a 1d 0a&e\ eWee 0e)ee eea
a c&\ We e\ 01d
Undercommon XdX
W ø†\)a\1da0ae˝ Languages Deep Speech, Draconic, Telepathy 120 ft., greatsword.
Challenge Y W¨WVV XP Proficiency Bonus+3 Undercommon
Acid Glob 1/day. TeeS&a
a 1d\Te\a):b:acdeaWeac:–V e˝¨ Bite. Melee Weapon Attack: ø• e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit: Y
eaWee1:1ecWeaeOWe˝TeeaWee0O\e0a&eDC a ‡W DeeeWeP\a~1 Challenge ‚ W¨WVV XP Proficiency Bonus+4 dX
W ø‡TeWc1da0ae˝
Hold Breath.TeeS&a
a 1dca1:)de\bWeae:WW·01Oee\˝ eW: :W ea&e –V‡d• ø †acd da0ae :1)ed
a \a~e¨ :W)a a\ 0Oc
da0ae:1\Occe\\O)
a :1e˝IeeeaWee)\
a ee\a~ebP·:W0:We¨ee Mind Greatsword. Melee Weapon Attack: ø• e: e¨ Weac · e˝¨ :1e
target is blinded for 1 minute. Hold Breath.TeeS&a
a 1dca1:)de\bWeae:WW·01Oee\˝ creature. Hit˙ W –dX ø ‡ \)a\1 da0ae T)O\ 1a adde:1a) X –dX
Inertial Armour. TeeS&a
a 1da\ø–e:e\CAI1c)Oded1e\CA ˝
psychic damage
Magic Resistance. Te eS&a
a 1d a\ ad~a1eae :1 \a~1 eW:\ Bonus Actions Heightened Senses. Te eS&a
cec&\˝
a 1d a\ ad~a1eae :1 TeWceTe:1
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝ Acid Glob 1/day. TeeS&a
a 1d\Te\a):b:acdeaWeac:–V e˝¨
Molecular Manipulation 3/day. Target a creature within 30 feet eaWee1:1ecWeaeOWe˝TeeaWee0O\e0a&eDCa DeeeWeP
XW \a~1
eae ee eS&a
a 1d ca1 \ee˝ eea
A c&\ 0ade 1\e
a eae cWeaeOWe We
a Inertial Armour. TeeS&a
a 1da\ø–e:e\CAI1c)Oded1e\CA ˝ eW: :W ea&e –W‡d• ø †acd da0ae :1)ed
a \a~e¨ :W)a a\ 0Oc
Adrenal Control 1/day. A \ a b:1O\ ace:1 ee eS&a
a 1d eW:\ e\
0eeab:)\0 1e: :~eWdW~e˝ F:W OT e: W 01Oee¨ )) a 0e)ee eea
a c&\ e c:1\deWed cWeca) e\ :1 1a O10:d§ed W:)) : ‚W :W –V˝ T\ b)eP
a da0ae:1\Occe\\O)
a :1e˝IeeeaWee)\ a ee\a~ebP·:W0:We¨ee
WeVOWe\eeeS&a a 1dŁ\c:1ce1eWae:1a\c:1ce1eWae1:1a\Te))˝ Magic Resistance. Te eS&a
a 1d a\ ad~a1eae :1 \a~1 eW:\ target is blinded for 1 minute.
0a&e\~e
a ad~a1eae¨1d
a 1Pa W:))\:W:W– W:00e)eeeea
a c&\ca1 1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
be WeW:))ed :1ce˝ EeeW W:)) 0aP be O\ed˝ AeeW e\¥ece
a \ :~eW¨ ee
&a
Sa T 1d1\ a aT:1e:eaO\e:1˝ Complete Healing 1/day. Te eS&a
a 1de T:1e\ bec:0e eVOa) e: eŁ\
Mind Carapace Armour. Te eS&a
a 1d a\ ad~a1eae :1 I1ee))e1ce¨ total hit point value.
Wisdom, and Charisma saving throws and is immune to the frightened
condition. Bonus Actions
Special Equipment. TeeS&a
a 1deaW\M1dCWa
a TaceST)1eW0:OW¨
a Molecular Manipulation 3/day. Target a creature within 30 feet
Tzakandi Captain Loot Tzakandi General and wields a Mind Sword. eae ee eS&a
a 1d ca1 \ee˝ eea
A c&\ 0ade 1\e
a eae cWeaeOWe We
a
1 Scimitar, and 1 scale mail 1 Mind Carapace Armour, and 1 Mind Greatsword c:1\deWed cWeca) e\ :1 1a O10:d§ed W:)) : ‚W :W –V˝ T\ b)eP
a
Adrenal Control 1/day. A \ a b:1O\ ace:1 ee eS&a
a 1d eW:\ e\ WeVOWe\eeeS&a a 1dŁ\c:1ce1eWae:1a\c:1ce1eWae1:1a\Te))˝
d12 Item(s) d12 Item(s)
1-6 1 vial of strong acid (3d8 acid damage) 1-6 a pair of Sending Stones
7-9
10-11
Cursed Luckstone
Earworm (Eberron: Rising from the Last War)
7-9
10-11
A scroll of Fireball
Belt of Hill Giant Strength Uchuulon Crustaceous Watchdogs. OO) C 0a&e eeWWb)e :\e\
for ceremorphosis, as the brains of the chuul are only
12 Stone of Good Luck 12 Helm of Teleportation An uchuulon results from chuul being subjected to 0aW1a))Pc:0Taeb)e1d
a We a de§ce1e1T\Pcce1eWP˝
ceremorphosis. The uchuulon may seem unimpressive This process leaves the illithid tadpole on the verge of
when compared to other mind flayer-kin. However,
death due to malnutrition. Once ceremorphosis is complete,
mind flayers find them easy to control.
ee OcOO):1 1eed\ e: eae We˝P a a\T )) &eeT ee
uchuulon alive; however, the uchuulon never fully recovers
Uchuulon have a strong resemblance to their former
from the processes. Thus, the full potential of an uchuulon is
chuul kin. However, uchuulon are physically weaker
than chuul in almost every way. They lack the same 1e~eW0ee˝\A OcOO):1ca11:ec:0T)eeec:0T)caeedea\&\¨
strength or durability, and bear soft transparent slime- they primarily serve as guardians.
covered shells over their softer, more delicate forms.

Masters of the Mind - Page 34 Masters of the Mind - Page 35


Weapons, Armour & Items Insulting conscription . One of the most dangerous
0 q : fi c:0Teee:W\ ee 01d ¤aeW\P a :Wb d:01a1ce
~e ( 1
ee 1deWda
U W& \ ee b:)ee˝
a )e
W ee 01d ¤aeW\
P
d12 Item(s)
0 5 0 5 q m b m struggle in their competition against
mf: the aboleth, the (
6 8 0 5 q x b origin of the uchuulon may have been intended to use
0 00 0 m b m eeb:)eeŁ\
a :1cWeae:11\e
a ee0˝:0ee1
S eae
01 ff q qmin itsmf
(found lodged shell) dd1Łe:O11:ecedbPeeb:)ee˝ a
Hazardous Slime . The paralytic enzymes found in chuul
tentacles are extremely hazardous. To the dismay of
e
n ’t t h i n k we should b adventurers, the slime that coats the uchuulon contains
do it’s
“I dunno, I t h i s g u nk. Maybe ee\e \a0e e1S0e\˝
P T:1U c:1eace e ee \&1¨ ee
rou g h ”
walking th eling numb
slime can paralyze a creature. Besides this, the slime also
fe e t a r e fe
my
just me, but
c:ae\eeOcOO):1\\&11da \e))˝eT ~\c:O\1aeOWe:
ary
-Jane, the W
ee\)0ed\a 1\)d1:¥T:ee1ea)P)eea)b):\˝

Uchuulon
Large aberration, Lawful Evil poisoned for 1 minute. Until this poison ends, the target is paralyzed.
Armour Class 15 (Natural Armour) The target can repeat the saving throw at the end of each of its turns,
e1d1eee¥ece:1e\e):1a\Occe\\˝
Hit Points 77 (10d10 +22)
Speed 20 ft. swim 20 ft. T\ b)eP
a ca1 be eWeWed e1 ee OcOO)):1 0a&e\ a T1ceW
eea
a c&¨ :W ee OcOO):1 \ eea
a c&ed bP 1a O1aW0ed eea
a c&¨ :W bP a
STR DEX CON INT WIS CHA eaT:1 e ee )e eaT:1 TW:TeWeP˝ LaWeW eaT:1\ eae &eeT
distance with the uchuulon do not cause this ability to trigger.
17 (+3) 12 (+1) 13 (+1) 5 (-3) 12 (+1) 8 (-1)
Protective Slime. Critical hits made against the Uchuulon are negated
Urophion that an illithid can collect their brain to join the elder
brain. However, the odd few grow bitter over their
and the uchuulon can not be grappled. In most cases, most successful hosts for ceremorph second-class status and leave their sentry points to
Saving Throws INTW¨ WIS ø†¨ CHA øW
tadpoles have at least somewhat humanoid shape pursue their own goals.
Skills PeWceTe:1 ø†¨ Seea)e ø† Actions bodies. However strage it may be, ropers somehow
Damage ImmunitiesP:\:1 prove to be successful hosts for ceremorphosis.
Condition ImmunitiesP:\:1ed Multiattack. Te cOO) 0a&e\ e: T1ceW eea
a c&\˝ I ee cOO) \ Combat . Upon discovering intruders, the urophion will
grappling a creature, the chuul can also use its tentacles once. hit as many enemies as possible with its powerful mind
Senses DaW&~\:1 X V e˝¨ Pa\\~e PeWceTe:1 W · Urophions spend most of their time in camouflage,
Languages Understands Deep Speech Telepathy and Pincer. Melee Weapon Attack: ø· e:e¨ Weac V W e˝¨ :1e cWeaeOWe˝ Hit: b)a\e˝ FW:0 eeWe¨ ee OW:T:1 )) \eW&e :Oe e e\
either hanging from rocky ceilings imitating
V
W –dX ø † TeWc1 da0ae˝ Te eaWee \ WaTT)ed e\caTe DC W† tentacles and reel in its targets. If matched against
O1deWc:00:1 bOe ca1Łe \Tea& e \ a LaWe :W \0a))eW cWeaeOWe 1d a ee cOO) d:e\1Łe ~e a e: :eeW stalactites or standing on the ground imitating
physically more powerful foes, the Urophion will try to
Challenge ‡ W¨WVV XP Proficiency Bonus +2 creatures grappled. stalagmites. These horrors of the Underdark stand
almost 10 feet tall and have long whip-like tentacles drain the prey of its strength.
Tentacles. One creature grappled by the uchuulon must succeed on a it uses to grapple prey with that surround its mouth.
Amphibious. The uchuulon can breathe air and water. DC 13 Constitution saving throw or be poisoned for 1 minute. Until this
poison ends, the target is stunned. The target can repeat the saving Their bodies produce the same mucus that gives “Wait... hold
Aquatic. Uchuulon have advantage on Dexterity based saving throws eW: ea ee e1d : eac : e\ eOW1\¨ e1d1 ee e¥ece :1 e\e) :1 a illithid their special resistance against magic. up. It looks lik
movement on th e there’s
if the uchuulon is submerged in water. success. Gatekeepers. Despite not living within the community, e cieling. We h
Urophions spend their entire lives serving it. Most careful here.” ave to be
Magic Resistance. The Uchuulon has advantage on saving throws Extract Brain. Me)ee eaW T:1 eea
A c&˙ ø· e: e¨ Weac · e˝¨ :1e
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝ incapacitated humanoid grappled by the uchuulon. Hit: The target urophions serve their colony for their entire life. While -Nikoli, the ra
ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee: server, the urophion look forward to their demise so nge r
Paralytic Slime. I a cWeaeOWe 0a&e\ TP\ca) c:1eace e ee VeT:1e\¨eeOcOO):1&))\eeeaWeebPeeWace11d a de~:OW1
OcOO)):1¨ eeP 0O\e 0a&e a DC W– C:1\eeOe:1 \a~1 eW: :W be its brain.

Masters of the Mind - Page 36 Masters of the Mind - Page 37


Urophion
Large aberration, Lawful Evil Actions
Armour Class 20 (Natural Armour)
Hit Points 96 (11d10 +36) Multiattack. Te OW:T:1 0a&e\ :OW eea
a c&\ e e\ ee1dW)\¨ O\e\
Ree)¨1d
a 0a&e\:1eeea
a c&ee\bee˝
Speed 10 ft. climb 10 ft.
Bite. Melee Weapon Attack: ø• e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit: 22
STR DEX CON INT WIS CHA (4d8 + 4) piercing damage.
18 (+4) 10 (+0) 15 (+2) 17 (+3) 16 (+3) 15 (+2)
Extract Brain. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac · e˝¨ :1e
incapacitated humanoid grappled by the urophion. Hit: The target
Saving Throws CON øX ¨ INT øY¨ WIS øY¨ CHA øX ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee:
Skills PeWceTe:1 øY¨ Seea)e ø• Ve T:1e\¨ ee OW:T:1 &))\ ee eaWee bP eeWace11d
a de~:OW1
its brain.
Senses DaW&~\:1 X V e˝¨ Pa\\~e PeWceTe:1 WX
Languages Deep Speech, Undercommon, Telepathy 120 ft. Tendril. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac ·V e˝¨ :1e cWeaeOWe˝
Challenge ‚ ·¨VVV XP Proficieny Bonus +4 Hit: Te eaWee \ WaTT)ede\caTe DC XW˝ U1e) ee WaTT)e e1d\¨ ee
eaWee \ We\eWa1ed 1d a a\ d\ad~a1eae :1 eWe1e
S cec&\ 1d
a
eWe1e
S \a~1eW:\¨1da eeOW:T:1ca1ŁeO\eee\a0eee1dW):1
another target.
False Appearance. The While the urophion remains motionless, it is
indistinguishable from a normal cave formation, such as a stalagmite.
Reel. Te OW:T:1 TO))\ eac cWeaeOWe WaTT)ed bP e OT e: –· eee
straight toward it.
Grasping Tendrils. The urophion can have up to six tendrils at a time.
Eac ee1dW) ca1 be eea
a c&ed CA –V V
W e T:1e\ 00O1eP e: T:\:1
Mind Blast. RecaWe ·X˝ Te OW:T:1 e0e\ T\Pcc e1eWP 1
and psychic damage). Destroying a tendril deals no damage to the
urophion, which can extrude a replacement tendril on its next turn. A
a XV::e c:1e˝ Eac cWeaeOWe 1 eae Wea
a 0O\e \Occeed :1 a DC W·
I1ee))e1ce \a~1 eW: :W ea&e XW †d• ø † T\Pcc da0ae 1d
a be
Mind Flayer Variants )e)P e1 01d ¤aeW
c:0e\ e e\ d~a
P \:ceeP˝ H:e~eW¨ )e e
a 1eae\¨ eeWe We
a \:0e dWabac&\˝
ee1dW) ca1 )\:
a be bW:&e1 a cWeaeOWe ea&e\ 1a ace:1 1d a \Occeed\
:1aDCW·eWe1e
S cec&1\e
a e˝
stunned for 1 minute. A creature can repeat the saving throw at the end
:eac:e\eOW1\¨e1d1eee¥ece:1e\e):1a\Occe\\˝ Priest of Ilsensine eT §W\e \ eae ee 01d ¤aeW
ee e)deW bWa1 eeW a
P 1 VOe\e:1 ca11:e D:1
deae˝ I1\eead¨ ee 01d ¤aeW\
P
Magical Resistance. The urophion has advantage on saving throws Religion is rare among mind flayers as they )ea~eee01d¤aeW
P e:D:1I)\e1\1e˝
Strength Drain. One creature grappled by the Urophion must succeed
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
:1 a DC W· C:1\eeOe:1 \a~1 eW:˝ O1 a )ed
a \a~e ee eaWee\ can planeshift to any plane at will. As such, the
strength score is reduced by 1d4. The target dies if this reduces its magnificence of the gods has lost some of its eT \ec:1d \ eae ee 01d ¤aeWP ):\e\ e\ 0ac
Spider Climb. The urophion can climb difficult surfaces, including resistance in order to properly channel the divine magic
upside down on ceilings, without needing to make an ability check.
eWe1e
S e: V˝ OeeW\e¨ ee WedOce:1 )a\e\ O1e) ee eaWee §1\e\ grandeur.
a short or long rest. of Ilsensine. This is done by Ilsensines will.
Innate Spellcasting (Psionics). Te UW:T:1Ł\ 11aee \Te))ca\e1 However, this is not to say that mind flayers entirely Maanzecorian. L&e I)\e1\1e¨ Ma1Sa ec:aWa1 be)e~ed
ability is intelligence (spell save DC 14). It can innately cast the shun the practice. Although the mind flayer diety
following spells, requiring no components: 01d ¤aeW\ P e: bee)) §eeed:W\ ~e1eWae:1˝\A \Oc¨
Maanzecorian is dead, there are mind flayers that
Ma1Sa ec:Wa1 e::& ee :W0 : a 01d ¤aeW
P :W \
At will: detect thoughts, suggestion give patronage to Ilsensine. Some believe Ilsensine
avatar but was unsuccessful in reaching the same levels
to be the creator of mind flayers, while other
of veneration that Ilsensine had received.
practitioners revere Ilsensine for its capabilities.
Among the collective colonies, even elder brains Maanzecorian was the former god of secrets before
Weapons, Armour & Items envy Ilsensine as the culmination of what they aspire be1 &))ed bP e1ebW:O\T \Tece
a : OWcO\ )e
to be. searching for his wand. However, should you want to
d12 Item(s)
have Maanzecorian revived, still alive, or possibly have
1-6 1d4 tentacles
Protection from the Undead. G~e1 eae 01d ¤aeWŁ\
P a cO)e : 01d ¤aeW\
P eae \e)) :W\T\ ee dead :d¨
7-9 1d10 teeth
10-11 1 large eye sight is based on infrared light, they have a natural c:1\deWdd1a \:0eeWc&eWPd:0a1\Te))\e:ee)\e:
12 1d4 vials of slime disadvantage against the undead. As such, arming spells.
themselves with divine magic can be an asset in survival.
Complete Devotion. De~:e:1 e: I\)e1\1e \1Łe ea&e1

Masters of the Mind - Page 38 Masters of the Mind - Page 39


Mind Flayer Priest of Ilsensine Mind Flayer Assassin
Medium aberration, Lawful Evil 3rd level (3 slots): Dispel Magic, Glyph of Warding, Mass Healing Word
Armour Class 15 (Breastplate)
Medium aberration, Lawful Evil Actions
4th level (3 slots): Banishment, Death Ward Armour Class 19 (Breastplate)
Hit Points 71 (13d8 +13) Hit Points 103 (21d8 +47) Multiattack. Te 01d ¤aPeW 0a&e\ ‡ ee1eac)e eee1\:1 eea
a c&\ 1d
a
Speed 30 ft. Dispel Evil and Good, Mass Cure Wounds, :1eeea
a c&ee\01d\c0eaW˝
·e)e~e)–\):e\˙ Speed 30 ft.

STR DEX CON INT WIS CHA Actions STR DEX CON INT WIS CHA
Mind Scimitar. Melee Weapon Attack +7 to hit, Weac·e˝¨:1ecWeaeOWe˝
Hit:XdX
W ø†\)a\1da0aeT)O\Y–dXT\Pccda0ae˝
11 (+0) 12 (+1) 12 (+1) 19 (+4) 18 (+4) 17 (+3) Tentacles. Melee Weapon Attack: øY e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ 11 (+0) 17 (+3) 16 (+3) 19 (+4) 17 (+3) 17 (+3)
Hit: W· –dWV ø ‡ T\Pcc da0ae˝ I ee eaWee \ MedO0 :W \0a))eW¨ Tentacle Extensions. Melee Weapon Attack:øYe:e¨WeacV
W e˝¨:1e
e\WaTT)ede\caTeDCW·1d a 0O\e\Occeed:1aDCW·I1ee))e1ce creature. Hit:XdX
W ø†\)a\1da0aeT)O\XdX
W ø†acdda0ae˝
Saving Throws INT øY¨ WIS øY¨ CHA øX Saving Throws DEX øY¨ INT øY¨ WIS øY¨ CHA øX
saving throw or be stunned until this grapple ends.
Skills PeWceTe:1 øX ¨ H\e:WP øY¨ I1\e øX ¨ PeW\Oa\:1 øX ¨ Skills AWca1a ø•¨DeceTe:1 øY¨ I1\e øY¨ PeWceTe:1 øY¨ Extract Brain. Me)ee eaW T:1 eea
A c&˙ ø• e: e¨ Weac · e˝¨ :1e
Re):1 øY¨ Seea)e ø‡ Extract Brain. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac · e˝¨ :1e 1caTaceaeed O0a1:d WaTT)ed bP ee 01d ¤aPeW˝ Hit: The target
PeW\Oa\:1 øY¨ Seea)e øWW ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee:
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WX 1caTaceaeed O0a1:d WaTT)ed bP ee 01d ¤aPeW˝ Hit: The target
ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee: Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WY VeT:1e\¨ee01d¤aPeW&))\eeeaWeebPeeWace11d a de~:OW1
Languages Deep Speech, Telepathy 120 ft., Undercommon VeT:1e\¨ee01d¤aPeW&))\eeeaWeebPeeWace11d a de~:OW1 Languages Deep Speech, Telepathy 120 ft., Undercommon its brain.
Challenge • †¨‚VV XP Proficieny Bonus +3 its brain. Challenge ‚ ·¨VVV XP Proficieny Bonus +4 Mind Blast. RecaWe ·X˝ Te 01d ¤aPeW 0aca))P e0e\ T\Pcc
Mind Blast. RecaWe ·X˝ Te 01d ¤aPeW 0aca))P e0e\ T\Pcc e1eWP 1 a XV::e c:1e˝ Eac cWeaeOWe 1 eae Wea
a 0O\e \Occeed :1
e1eWP 1 a XV::e c:1e˝ Eac cWeaeOWe 1 eae Wea
a 0O\e \Occeed :1 a DC XW I1ee))e1ce \a~1 eW: :W ea&e ––‡d• ø ‡ T\Pcc da0ae
Innate Spellcasting (Psionics). Te 01d ¤aPeWŁ\ 11aee \Te))ca\e1 Special Equipment. Te 01d ¤aPeW eaW\ 1a e:\Oe\ 1d
a ‡ ee1eac)e and be stunned for 1 minute. A creature can repeat the saving throw
b)eP
a \ 1ee))e1ce \Te)) \a~e DC W·˝ Ie ca1 11aee)P ca\e ee a DC W· I1ee))e1ce \a~1eW: :W ea&e ––‡d• ø ‡ T\Pcc da0ae
extensions. ea eee1d:eac:e\eOW1\¨e1d1eee¥ece:1e\e):1a\Occe\\˝
following spells, requiring no components: and be stunned for 1 minute. A creature can repeat the saving throw
ea eee1d:eac:e\eOW1\¨e1d1eee¥ece:1e\e):1a\Occe\\˝
At will: detect thoughts, levitate
Magical Resistance. Te 01d ¤aPeW a\ ad~a1eae :1 \a~1 eW:\ Bonus Actions
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
Channel Divinity: OW1 T U1dead WdaP˝ A \ 1a ace:1¨ ee 01d ¤aPeW
0aPTWe\e1ee\:)P\P0b:)1d a \Tea&aTWaPeWce1\OW1eeO1dead˝ Exosuit Amplification. Te 01d ¤aPeW \Te1d\ W : ee e:\OeŁ\
da
W P˙ dominate monster, plane shift (self only) Innate Spellcasting (Psionics). Te 01d ¤aPeWŁ\ 11aee \Te))ca\e1 caWe\e:1a :1e:ee:)):1be1e§e\:Wee1ee:OW˙
Eac O1dead eae ca1 \ee :W eaWe e1 †V eee :0 0O\e 0a&e a
b)eP
a \ 1ee))e1ce \Te)) \a~e DC XW˝ Ie ca1 11aee)P ca\e ee
Spellcasting. Te 01d ¤aPeW \ a Ve)e~e) W C)eWc˝ Ie\ \Te))ca\e1 Wisdom saving throw. If the creature fails its saving throw, it is turned
following spells, requiring no components: • A +2 bonus to Dexterity to a maximum of 20
b)eP
a \ W\d:0 \a~e DC W·¨ øY e: e e \Te)) eea
a c&\˝ Te 01d :WW01Oee:WO1e)eea&e\1Pa da0ae˝IeeO1dead\CRW:W):eW
it is destroyed. • A +2 bonus to Strength to a maximum of 20
¤aPeWa\ee:)):1c)eWc\Te))\TWeTaWed˙ At will: detect thoughts, enhance ability, freedom of movement, • A +1 bonus to AC
levitate, longstrider
Cantrips (at will): Mending, Resistance, Spare the Dying, Toll The Dead A turned creature must spend its turns trying to move as far away from
ee01d¤aPeWa\eca1¨1d a eca1Łe))1)P0:~ee:\Ta a cee1†V
da
W P˙ dominate monster, pass without trace, plane shift (self only)
1st level (4 slots): Bless, Detect Evil and Good, Cure Wounds, Guiding eee:ee01d¤aPeW˝Ie)\: a ca1Łeea&eWeace:1\˝F:We\ace:1¨eca1
Bolt, Protection from Evil and Good O\e :1)P ee Da\ ace:1 :W eWP e: e\caTe W:0 1a e¥ece eae TWe~e1e\
e W:0 0:~1˝ I eeWeŁ\ 1:eWe e: 0:~e¨ ee cWeaeOWe ca1 O\e ee

Vehicles
2nd level (3 slots): Blindness/Deafness, Prayer of Healing, Silence Dodge action. enclosed structure is necessary for illithid as harsh sun
(and star) light can dry their skin and negatively impact
their vision. Because of this, most labour and deck
Nautiloid work outside of the shell is performed by thralls. The
nautiloid has a membrane that provides some minor
Nautiloids are devices of pure marvel. Large boat-like
Mind Flayer Assassin M1d¤aeW
P \\a
a \\1\:eW:O\e~eWa)TWeTaWae:1\e: structures that can soar not only the skies but the very protection from sun glare. However, if mind flayers
e1\OWe eaee1eŁ\ e0e:W ee0 e: 0a&e eeWeea
a c& stars themselves. Sadly, these constructs of wonder are venture to the deck, they will typically wear protective
Get the Job Done Right. Oee Q :ee1¨ 01d ¤aeW\
P )) that they are unhindered, undetected, and capable of gear.
exceedingly rare even to their creators. Nautiloids are
avoid getting their own hands dirty, instead relying 0a&1VOc&
a e\caTe˝ the primary ship used by mind flayers, although this
eWa))\¨ :)e0\¨ :W :eeW )ac&eP\ eae eeP 0e~e
a ea Besides the shell, the next most noticeable feature is
isn’t their only vessel, but rather the most common one. the four giant tentacles jutting out from the front of
eeW d\T:\a)˝ Oee1 e1:O¨ a 01d ¤aeW
P \ 0:We ea1
caTab)e : ea&1 :Oe 0edd)e\:0e d~e1eOWeWŁ\¨
a bOe The nautiloid’s first and most notable detail is its large the ship. At first glance, these tentacles look intended
sometimes the job requires a specialist. shell-like structure. Inside this structure are multiple for ramming. However, a closer look reveals that the
decks. These “shells” provide a safe and comfortable tentacles can unravel and serve secondary purposes,
abode for mind flayers during their journeys. This such as landing or boarding other ships. A Nautiloid has
the following features:

Masters of the Mind - Page 40 Masters of the Mind - Page 41


Nautiloid
Gargantuan vehicle, (130 ft. by 20 ft.) Control: Helm
Creature Capacity 90 Armour Class. W·
Hit Points. 200 (damage threshold 20)
Cargo Capacity 200 tons
Travel Pace M:~e OT e: ee \Teed : :1e : ee \TŁ\ 0:~e0e1e c:0T:1e1e\ e
‡ 0)e\ TeW :OW ‚X 0)e\ TeW daP :1 \ea :1e‚VdeWeeeOW1˝IeeHe)0\de\eW:Pedee1aOe):dca11:e0:~e
as an action.
STR DEX CON INT WIS CHA Movement: Sails
18 (+4) 10 (+0) 15 (+2) 0 0 0
Armour Class. 12
Hit Points. VV
W W0)e\TeedTeW·Vda0aeea&e1
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
eaO\e:1¨ Wee1ed¨ 1caTaceaeed¨ TaWa)P Sed¨ TeeW§ed¨ Weapon: Ballista (5)
poisoned, prone, stunned, unconscious Armour Class. W·
Hit Points. ·V
Actions Ranged Weapon Attack˙øXe:e¨Wa1eW–V‡•V e˝¨:1eeaWee˝ Hit˙XW
(3d10) piercing damage (requires 3 crew to operate per turn as 1 action
On its turn, the Nautiloid can take 8 actions, choosing from the options on nautiloids turn). Ceilings. The ceilings within the nautiloid are 11 feet high. 2. Crew Quarters. e\e T ):d1\ We a \1§ca1e)P )e\\
below. It can take only 7 actions if it has fewer than 35 crew and only 6 cramped than thrall quarters and are more suited for illithid
action if it has fewer than 30, 3 actions if it has fewer than 20. Weapon: Mangonel (1) Light . Faint glowing crystals are spread throughout the
needs.
interior of the nautiloid casting a dim light throughout
It can’t take these actions if it has fewer than 10 crew. Armour Class. W· the ship. 3. Guard Quarters. As not all who lodge in the thrall quarters
Hit Points. 100
Fire Ballista.Te1aOe):dca1§We:1e:e\§~eba))\ea\˝ are there voluntarily, guards will need to be stationed. The
Rigging . Rigging on the ship requires a DC 13 Strength
R1ed
a eaW T:1 eea
A c&˙ ø· e: e¨ Wa1e –VV•VV e˝ ca1Łe e eaWee\ guard quarters include a bed, weaponry and armour suitable
Fire Jettison. Te1aOe):dca1§Wee\Jeee\:1˝ e)eec\
A cec&˝
e1 XV e˝ : e¨ :1e eaWee˝ He˙ –Y ·dWV b)Ode:11 da0ae :WeeOaWdŁ\1eed\˝
(requires 4 crew to operate per turn as 1 action on nautiloids turn).
Fire Mangonel. Te1aOe):dca1§We:1e:e\0a1:1e)\ . Sails and Oars . eT 1aOe):d \a :1e VV::eea
W )) 0a\e
4. Jettison & Storage.eT bac& :ee eWa)) dec&\eWe
e dec:Wae~e ¤a\ 1d a :aW\ :1 ee ):eW dec& :W
items of low value are stored, and if necessary, they are
Move. The nautiloid can use its helm to move. As part of its move it can Weapon: Tendril Ram (1) rowing the vessel.
use its Tendrils Ram. ):aded1e:a¤a&ca11:11d
a )aO1cedea :e\::O)d
Armour Class. 20 Example Nautiloid Crew eea
a c&W:0be1d˝
Hull Hit Points. 200 (damage threshold 10) • One Mind Flayer Captain
5. Thrall Quarters. Ten separate rooms are used as quarters
Armour Class. W·ec&::d The nautiloid has advantage on all saving throws relating to crashing • O1eM1dF)aeW P FW\eO¥ceW
Hit Points. ·VVda0aeeWe\:)d–V :WeWa))\e:\)eeT1da We\e1eeeWa))dec&˝eT :1)Pe1\
e1ecWa\e\1e:acWeaeOWe:W1a :bDece˝A1Pda0aeeea&e\W:0 • :T e: §~e M1d F)aeW P He)0\TeW\:1\ :ccOTP ee
the crash is applied to the tendril ram rather than to the nautiloid. :O1d 1 ee\e W::0\ \ bO1& bed\˝ e1 W 1eeded¨ ee\e
Control: Command Station series helm (if a pool is not used).
Te\ebe1e§e\d:1eTT)P
a 1:eeW
a ~e\\e)cWa\e\1e:ee1aOe):d˝ rooms also double as prison cells.
• One Mind Flayer thrall Master
Armour Class. W· Weapon: Jettison (1) • O1eM1dF)aeW P GOaWd Cargo Deck .
Hit Points. 200 (damage threshold 20)
• Sixteen or more Thralls for manual labour and
Armour Class. W· 1. Captain’s Cabin. Behind protective tinted glass is the
)e
W :ccOTed¨ee1aOe):dca1ea&eeŁ\0a0O01O0beW:ace:1\ Hit Points. 100 (damage threshold 10)
mounting weaponry
(limited by total crew members .) If the Command Station is destroyed caTea1Ł\VOaWeeW\¨eWeeecaTea10aWe\e
P ea eeW:1e:
:W O1:ccOTed¨ ee \T ca1 :1)P ea&e )a : e\ T:\\b)e ace:1\ TeW Thrall Deck . the ship.
R1ed
a eaW T:1 eea
A c&˙ ø· e: e¨ Wa1e –VV•VV e˝ ca1 :1)P eea
a c&
turn. eaWee\ be1d ee 1aOe):d¨ :1e eaWee˝ He˙ –Y ·dWV b)Ode:11 1. Staterooms. While the thralls are blindly obedient to their 2. Captain’s Chart & Treasure Room. Here a captain will spend
damage (requires 3 crew to operate per turn as 1 action on nautiloids
turn). illithid masters, there is still a need for someone to be present their time charting their course and storing any valuables
e::~eW)::&eeeWa))\˝\A \Oc¨ee\eTW~aeec:0TaWe0e1e\ that the captain may not want to store in the cargo.
~aa )ab)e:W ee eWa))\ ea\&0a\eeW˝e\e
T W::0\ ePTca))P
c:1ea1de\&
a e~aW:O\e::)\1d
a 1\eWO0e1e\˝ 3. Crew Quarters.eT ead c::& 1d
a 0:We We)ab)e cWe

Masters of the Mind - Page 42 Masters of the Mind - Page 43


0e0beW\):de1eee:eecaTea1Ł\VOaWeeW\e:TW:eeceee \a eedW1&\W1\ed
a ebWa10aeeeW˝FeW0e1eedbWa1
captain. is a popular beverage. However, it is not available during
hard times.
4. Galley.eT \TŁ\&ece1˝HeWeee~eW a Ta\\e\\a 0ea
a )
will be prepared for thralls and any other passengers the 2. Bridge Floor.eT ¤::W ::TeWae:1\˝ FW:01a e)e~aeed
nautiloid has. On special occasions, the chef prepares special T)ae:W0 e1 ee 1aOe):d¨ ee caTea1 :~eW)::&\ ee
0ea)\:WeecaTea1)&eeebWa1\:deea a eedcaTea1˝ bridge. Here all the navigation and a majority of ship
:TeWae:1\ea&eT)ace˝
5. Cargo. The regular supplies that the ship needs and any
goods they may be transporting or carrying for trade are 3. Ventral Observers. Here crew can watch the port and
stored here. starboard for anything of interest, including potential
Battle Deck . eWea e\˝ Hea~)P W0:OWed
a 1aOe):d\ :1Łe ~e
a ~e1eWa)
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Ballista (2).:T ba))\ea\DMG¨c˝•We
a eea
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4. Upper Battle Station.HeWee:ba))\eaŁ\We a ):caeed:1ee
:eedec&˝–Vba))\eaWW:\ a We
a \eac&ed1d a \ecOWed1eaW
sides of the upper battle station.
each. (one action to load, one action to aim, one action to
§We˝ Scout Deck .
Mangonel (1)O1e0a1:1e)DMG¨c˝•\0:O1eede:ee Ballista (2).:T ba))\ea\DMG¨c˝•We
a eea
a cede:ee:We
:We:eedec&e–V0:1We)\e:1e\\eac&ed1d
a \ecOWed :eedec&˝–Vba))\eaWW:\ a We
a \eac&ed1d
a \ecOWed1eaW
1eaWe˝–ce:1\
a e:):ad¨–ce:1\
a e:§We each. (one action to load, one action to aim, one action to
§We˝
1. Officer’s Quarters.HeWeee:¥ceWŁ\\ea˝P
1. Forward Observer. Here one to two crew members will 2
2. Sail Storage. HeWebac&OT\a)\¨da0aed\a)\¨\a e))\a
scout out anything that might come into view. During battle,
sails not in use get stored.
dde:1a
a )cWe0e0beW\eade:ee\c:Oedec&e::TeWaee
3. Chart Room.HeWe))
a 1a~ae:1a)eVOT0e1e\&eTe1d
a the weaponry.
used.
2. Series Helm/Pool Helm. If the nautiloid uses a Series helm,
4. Cargo hatch˝ A )aWe:)e1 ee dec& eae)):\
a caW: eeWe))beeWeee:§~ecaW\¨eacee)0ee˝
a Mac
to pass through when being brought from outside into the casters or psionicists can wear these helmets to operate the
caW:dec&1d
a ~ce~eW\a˝\T\d:1eeeeWeW:Te1d a nautiloid. When a series helm is not used, there will instead
)ab:OW:W~aee)e&1e\\˝ be\0a
a ))T::):bW1e§))ede))edeadT:)e\˝e)SU 1
pool helm still requires one crewman to wear a helm. The
6. Assembly Deck. The location where all crew members
helm allows the wearer to harness the psionic power of the
eeW
a e:eeeW:WbWe§1\˝
tadpoles and control the ship.
7. Middle Battle Station. In battle, at least six crew members Command Station .
will gather here to operate the ballistae (with three crew
members on each ballista). Captain’s Chair. HeWe ee caTea1 :~eW)::&\ b:eee \c:Oe
dec&1d a 0:\e:eebWdedec&e:~e:WdeW\˝
The Bridge.
Captain’s Quarters.eT caTea1Ł\ca0beW\˝eP))
T \)eeT
Ballista.:T ba))\eaeDMG¨c˝•\eea
a cede:ee:We:
eWe1d
a 0a1~ee
P :eeW\eWee:\Tea&1TW~aee˝
eedec&˝e1T ba))\eaWW:\
a We
a \eac&ed1da \ecOWed1eaW
each. (one action to load, one action to aim, one action to
§We˝
1. Saloon.1&1:1
U e:0:\e¨01d¤aeW\
P ))dW1&\:):1

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