Mind Flayer

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Mind Flayer
Medium Aberration
Mind Flayer, 9th-Level Sorcerer
Medium Aberration
Hit Dice: 8d8+8 (44 hp) 8d8+24 plus 9d4+27 (109 hp)
Initiative: +6 +8
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 24 (+4 Dex, +3 natural, +5 +1 mithral chain shirt, +2 ring of protection +2), touch 16, flat-footed 20
Base Attack/Grapple: +6/+7 +10/+10
Attack: Tentacle +8 melee (1d4+1) Tentacle +15 melee (1d4)
Full Attack: 4 tentacles +8 melee (1d4+1) 4 tentacles +15 melee (1d4)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Mind blast (DC 17), psionics, improved grab, extract Mind blast (DC 21), psionics, improved grab, extract, spells
Special Qualities: Spell resistance 25, telepathy 100 ft. Spell resistance 34, telepathy 100 ft.
Saves: Fort +3, Ref +4, Will +9 Fort +8, Ref +9, Will +16
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17 Str 10, Dex 18, Con 16, Int 18, Wis 18, Cha 24
Skills: Bluff +11, Concentration +11, Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +9, Knowledge (any) +12, Listen +11, Move Silently +10, Sense Motive +7, Spot +11 ; racial bonuses Bluff +14, Concentration +22, Craft (alchemy) +13, Diplomacy +11, Disguise +7 (+9 acting), Hide +11, Intimidate +21, Knowledge (arcana) +20, Knowledge (the planes) +15, Listen +13, Move Silently +11, Spellcraft +13, Spot +13, Survival +4 (+6 planes) ; racial bonuses
Feats: Combat Casting, Improved Initiative, Weapon Finesse Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (tentacle)
Environment: Underground Underground
Organization: Solitary, pair, inquisition (3–5), or cult (3–5 plus 6–10 grimlocks) Solitary, inquisition (1 plus 2–4 mind flayers), or cult (2 plus 2–4 mind flayers and 6–10 grimlocks)
Challenge Rating: 8 17
Treasure: Double standard Double standard (including ring of protection +2, +1 mithral chain shirt, and cloak of Charisma +2)
Alignment: Usually lawful evil Usually lawful evil
Advancement: By character class By character class
Level Adjustment: +7 +7

Mind FlayerMind Flayer Sorcerer

This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature’s head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes.

Mind flayers, also called illithids, are so insidious, diabolical, and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies’ minds.

A mind flayer’s mouth, a revolting thing shaped like a lamprey’s maw, constantly drips an oily slime when it is not siphoning out the brains of living prey.

In addition to being highly intelligent, wholly evil, and terribly sadistic, mind flayers are utterly self-serving. If an encounter turns against the creature, it flees at once, caring nothing for the fate of its companions or servitors.

A mind flayer is about the same height and weight as a human.

Mind flayers speak Undercommon but prefer to communicate telepathically.

Combat

Mind flayers like to fight from a distance, using their psionic abilities, particularly mind blast. If pressed into melee combat, a mind flayer lashes its enemies with the tentacles ringing its mouth.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a Will save or be stunned for 3d4 rounds. (The save DC is in the statistics block above.) Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.

Psionics (Sp): At will⁠—​charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16). Effective caster level 8th. The save DCs are Charisma-based.

Improved Grab (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head.

If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, or undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

Mind Flayer Sorcerer

While many mind flayers train as wizards and grow mighty in the arcane arts along that disciplined path, some of the most fearsome of the illithids are sorcerers, whose mastery of magic seems almost instinctual.

Combat

The special abilities of a mind flayer sorcerer (mind blast, improved grab, extract) are the same as for a standard illithid, except as noted below.

Psionics (Sp): At will⁠—​charm monster (DC 21), detect thoughts (DC 19), levitate, plane shift, suggestion (DC 20). Effective caster level 8th. The save DCs are Charisma-based.

Spells: The mind flayer sorcerer uses its spells to protect itself from attack (greater invisibility, stoneskin, resist energy, mage armor) and improve its own effectiveness in combat (haste, see invisibility), and only secondarily to supplement its own innate attacks with magical ones (ray of exhaustion, suggestion, touch of idiocy).

Typical Sorcerer Spells Known: (6/8/8/8/5; save DC 17 + spell level, 10% arcane spell failure chance): 0⁠—​arcane mark, daze, detect magic, disrupt undead, flare, ghost sound, light, read magic; 1st⁠—​chill touch, mage armor, magic missile, ray of enfeeblement, shocking grasp; 2nd⁠—​minor image, resist energy, see invisibility, touch of idiocy; 3rd⁠—​fly, haste, ray of exhaustion; 4th⁠—​greater invisibility, stoneskin.

Mind Flayer Society

Mind flayers congregate in underground cities of 200 to 2,000 inhabitants, plus at least two slaves for each resident. Slaves obey their masters without question. The center of a community is its elder brain, a pool of briny fluid that contains the brains of the city’s deceased mind flayers.

Although they constantly vie for power, mind flayers are quite willing to work together. A small group of these creatures, known as an inquisition, often forms to root out some dark and terrible secret. In many ways, a mind flayer inquisition is not unlike a party of adventurers, with each member contributing its own skills and knowledge to the group.

When a task is too great for an inquisition to handle, mind flayers generally form a cult. A pair of illithids commands the group, each struggling for supremacy.

Mind Flayers as Characters

Most mind flayers with class levels are sorcerers or wizards.

Mind flayer characters possess the following racial traits.

Tactics Round-by-Round

A mind flayer is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.

Prior to combat: Use detect thoughts to scout foes and determine threat potential. (Highly intelligent creatures are considered most dangerous; creatures of lower intelligence are potential pawns and food.)

Round 1: Mind blast.

Round 2: If most of the party is stunned, use charm monster on a remaining foe. If most of the party is not stunned, maintain distance and use mind blast again.

Round 3: If fewer than two foes remain unstunned, order any charmed foes to protect you. Grapple a stunned foe with tentacles. If a majority of the party remains unstunned, flee using levitate or, if necessary, plane shift.

Round 4: If still in a position of strength, start eating brains. Use charmed foes to guard you. If in a position of weakness, use plane shift, perhaps with grappled foe.

A mind flayer works well as a “boss monster.” If it has minions, it varies its tactics to suit the situation, as follows.

Prior to combat: Dispatch minions with orders to assault foes from one side of the battlefield. Use levitate and cover to take a safe command position, preferably out of obvious sight.

Round 1: Order minions into optimal positions using telepathy. If the opportunity presents itself, use mind blast on foes (without hitting minions if possible⁠—​but they’re all expendable). If the battlefield is too congested, use charm monster or suggestion to sow confusion in foes.

Round 2: Identify enemy spellcasters and order minions telepathically to assault them at all costs. Focus spell-like abilities on lesser foes.

Round 3: Order charmed foes toward you (telepathically). Grapple them. Have minions keep uncharmed, unstunned foes busy.

Round 4: Eat brains.

Source: Monster Manual (version 3.5), page 186.