Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. If the Rogue Illithid is removed from this range, they regain control of themselves with no memory of the Elder Brain's influence. Nautiloids on the ground, so to speak, will serve as quick-moving transport that easily outmaneuvers the players and represents a massive potential gain if they can capture it while functional. Closely connected to another race of humanoids, the Gith, Mind Flayer utilized humanoids for both sustenence and slave labor. This trait otherwise works like the detect magic spell but isn't itself magical. Banished Outcasts. The ship will inherit the elder brain's mental stats, senses, languages, abilities, etc., but only while the elder brain is present on the ship itself. The decks below the surface of the ship are usually filled with prisoners, cargo, and occasionally the strange creatures that Mind Flayers use as servants. Multiattack. Forgotten Realms Wiki is a FANDOM Games Community. Hit: 27 (5d10) bludgeoning damage. This enormous creatures shell resembles white marble, shot through with veins of shimmering gold and carved with caverns and columns like an abandoned palace. Its coiled shell provides the comfort of enclosed spaces while protecting the mind flayers from the irritating rays of the sun. gargantuan Monstrosity (Titan) Unaligned Armor Class: 20 Natural Armor Hit Points: 297 (17d20 + 119) Speed: 15 ft., fly 80 ft. (hover) STR 28 (+9) DEX 7 (-2) CON 25 (+7) INT 5 (-3) WIS 13 (+1) CHA 23 (+6) Saving Throws: Dex +5, Wis +9 Skills: Perception +9 Damage Vulnerabilities: Damage Resistances: Mind Flayers are fascinating foes. The dreadnought cant leave the Astral Plane, nor can it be banished or otherwise transported out of that plane. Value Bite. It cant take these actions if it has fewer than three crew. StandardArmament It can be found in Volo's Guide to Monsters. Mind Blast (Recharge 5-6). Among the larger spelljamming Thats how unintelligent beasts tend to operate, and for all intents and purposes, thats what were dealing with. WebA nautiloid looks like an enormous conch shell fitted with an exterior deck and a large mass of rubbery tentacles. Grasping Tendrils. The Urophion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Each creature in that area must succeed on a DC 8 Intelligence saving throw or take 7 (2d8 - 2) psychic damage and be stunned for 1 minute. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. While the set is still pretty new, it looks to work similarly to other spelljammer rules in the past. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. | 2d20SRD Rest assured, these creatures wont accept answered riddles as payment for safe passage through their domain either. A Nautiloid occassionally contains one Elder Brain which it uses to assist with coordination and communication amongst the Illithids on-board. If they are within 5 miles of an Elder Brain, the victim's alignment changes to lawful evil, and the process cannot be reversed save from any divine intervention by a god or the wish spell. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. The Mozgriken has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. You gain the ability to perform a 10 minute ritual on an unconscious, but not deceased humanoid. Hit: 21 (3d10 + 5) piercing damage plus 9 (2d8) poison damage. Mind flayers While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). Spider Climb. The doppelganger has advantage on attack rolls against any creature it has surprised. The ship drops a bomb at a point directly below it. I guess that means we have two options, and you can decide what you want to believe. This floor can hold up to 35 humanoid slaves such as humans, drow, or gith depending on the time frame. Hit: 27 (5d10) bludgeoning damage. As part of this move, it can use its naval ram. The dreadnought has an absolutely insane movement speed, so its not like you could outrun it if you tried. Hit: 5 (1d6 + 2) piercing damage. This translates to a tonnage of 35 tons, roughly half of which is suitable for cargo. It also includes a select number of Ceremorphosis chambers should the Illithid crew run low. Ages ago, when the mind flayers could fly through the worlds of the Material Plane without resistance, they used the nautiloids tentacles to scour the surface for interesting creatures to take back home for study or a feasting. You can communicate telepathically to any creature that understands any language within 120 feet, that you are aware of. You gain disadvantage to your death saving throws. (Requirement: Illithid Race, spellcasting ability). Hit Points 100; -5 speed per 25 damage taken. A few mind flayer colonies still had access to a nautiloid, but kept their existence hidden and only used their ships for evacuation of the elder brain in case of an emergency or rarely during an offensive maneuver, owing to their constant fear of being detected by gith hunting parties. These flying ships can be terrifying when youre on the ground and a formidable foe even when you have a ship of your own. In this supplement, we provide not only more statblocks for everyone's favorite tentacled menaces, including Ceremorphs listed in previous editions, but we also provide a playable variant of Illithids, complete with a diet of brains, a new optional feat and vulnerability to Elder Brains! | Monad Echo SRD The Urophion makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. 35 tons The dragon emits a psychic blast in a 30-foot cone. The Captain is usually either a Mind Flayer Psion or an Ulitharid. You or the Elder Brain can break this link at any time they wish using an action, and both the Ulitharid and the Elder Brain must be willing to link in order to establish one. If the dreadnought fails a saving throw, it can choose to succeed instead. Surprisingly enough, Illithids do not just consist of just humanoid creatures - as we learn from creatures such as Mind Witnesses and the dread Neolethids from Volo's Guide to Monsters. Thick wood This is pretty standard for big bads, but theres more. Cost The Tzakandi makes two melee attacks, each one with a different weapon. Meanwhile, most other ships only have 200-350 hit points (except those such as the Nautiloid and Space Galleon). If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnoughts corpse. This deck holds any cargo the ship may need, as well as several stasis pods, and a few sets of siege weaponry should the Nautiloid require defense. Psychic Drain (Costs 2 Actions). These types of ships are very rare, but can occassionally be found within the Far Realm, or the Astral Plane, piloted by any remaining Illithids. Of course, 5e literature also tells us that these creatures have been around since before the multiverse existed. Some cloth, the barbarian, or anything big enough to cover the single eye of a gargantuan monstrosity should do the trick. The dreadnoughts eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. Type An Illithid is around the same height as a human, typically between 5'4" and 6'2", having humanoid shape and narrow build. Whatever the case, should the ship's power source be destroyed, the Nautiloid will steadily lose 2d10 to all of its hit point pools once every other round. The dreadnought regains spent legendary actions at the start of its turn. WebGnome ceremorphs were creatures that resulted from a modified version of ceremorphosis, in which an illithid tadpole was implanted into a gnome. Multiattack. A Nautiloid Crew usually consists entirely of standard Mind Flayers and its variants (Psion, Arcanist, etc) as well as some of the lesser Illithids listed within this supplement. When implanted into a humanoid's brain, usually through an orifice such as the ear canal, nostril or eye socket, the tadpole starts consuming the gray matter of the humanoid's brain, eventually latching onto the brain stem. Detect. This translates to a tonnage of 35 tons, roughly half of which is suitable for cargo. The following traits are added to the statblock, and replace certain attributes a creature may have; Some Ceremorphs are considered "True Illithids" in the fact that they inherit all the standard traits of an Illithid. This kills the creature, and causes the Illithid to roll an Intelligence Saving Throw at a standard DC 10. Yes, the nautiloid is a spacefaring craft, but Spelljammer had smokepwder weaponry and that was reintroducerd to 5e with Waterdeep Dragon Heist, would make more sense for the ceramorph to weild one of those if at all. Basic Information[1][2][3] [5] The tentacles were used to examine the surfaces of planets in search of specimens or prey. WebNautiloid Basic Information Type Spelljammer Built by Mind flayers Used by Mind flayers Value 35,000 gp Configuration Tonnage 35 tons Crew 10/35 Armament 3 ballistae 1 catapult 1 jettison Piercing ram Cargo tonnage 17 tons Keel length 180 ft A standard mind flayer crew numbers 10 illithids, plus 2-5 additional mind flayers, depending on the number of series helms in use. For years of my people's past, we enslaved, believing ourselves to be the masters. WebEscaping the Nautiloid is a Fifth Edition adventure optimised for three to six characters of 12th level. 180ft (55m) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. The dreadnought makes one Bite attack and two Claw attacks. Personally, I believe its eye should be a distinct target, much like the called shots in some earlier versions of D&D. Yes, the nautiloid is a spacefaring craft, but Spelljammer had smokepwder weaponry and that was reintroducerd to 5e with Waterdeep Dragon Heist, would make more sense for the ceramorph to weild one of those if at all. While in the initial stages, the victim gains disadvantage on Intelligence Saving Throws, and may have to roll a Wisdom Save in order to recall certain memories. Instead of lightbulbs or torches, bioluminescent orbs will provide a constant, if dim, source of illumination. The nautiloid has advantage on all saving throws relating to crashing when it crashes into a creature or any object. Illithids, and other humanoids, gain certain feats when they level up. PLUS, you know, stuff like PDFs of my content, sneak peeks at BroadSword Monthly, and a whole lot more. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. In 5e, you just need one person to fly the ship just fine. The Brainstealer Dragon can grapple up to four creatures. Its no wonder this line didnt survive the rewrite from Tome of Foes to Monsters of the multiverse. Hit: 13 (2d6 + 6) slashing damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Frigates The standard size class for spelljammers, between 16 and 30 tons. As a kid, I was often told to get my head out of the clouds and to stop living in a fantasy world. The latter configuration of vessel was more dangerous to encounter, as it freed from two to five crewmembers from having to helm the vessel and allowed them to participate in combat. Speed. Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save or half as much damage on a successful one. Hit: 9 (2d6 + 2) slashing damage. If youre new to spelljammer ships or just to Nautiloids specifically, there are a few key features youll want to note. The doppelganger makes two melee attacks. Pincer. Beyond that, its simple. Each creature in that area must succeed on a DC 15 saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. 3 ballistae1 catapult1 jettisonPiercing ram Sure, they deal a not insignificant amount of damage, but its not interesting. The Nautiloid is the standard ship of the line of the various illithid nations, and reflects the nature of the race. The weird stuff is the function of a helm. Landing - Land These ships are often used primarily for combat rather than as traders, and it is not uncommon for them to carry extra weaponry, usually a fourth ballista and a second catapult, further reducing cargo space to 9 tons. That never really jived with me, so I decided to make a living out of games, stories, and all sorts of fantastical works. Every day, I wonder how long I have left until I am enslaved by the hivemind once again. A massive ship of alien design has been sighted, its occupants are powerful foes that threaten civilisation itself. A New Race, and New Monsters, as well as a what the process of Celemorphosis does to an Individual when implanted with an Illithid Tadpole! | Forge Engine SRD All of my patrons get requests! Hit: 7 (1d10 + 2) psychic damage. Its only $3 to join. Some Dungeon Masters or Players may want to expand upon the species, and find more about Illithids. While this supplement provides players with several options on new Ceremorphs for use in their games to expand Illithids and their kin, some may feel unsatisfied with the current line-up, and may wish to create their own. WebA nautiloid looks like an enormous conch shell fitted with an exterior deck and a large mass of rubbery tentacles. Below is a table of Illithid creations, and what they come from. Here one should probably take inspiration from naval battles or naval pursuits should our heroes be less well equipped than a Nautiloid. Hit: Target takes 55 (10d10) piercing damage. The weird stuff is the function of a helm. Any true dragon can become a Brainstealer Dragon, so long as they have gone through Ceremorphosis. Dreadnaughts tend to always have an Elder Brain on-board. Often times, these Nautiloids are used as dedicated locations for Mind Flayer Colonies, and serve as mobile shelter. No feats or racial traits affect these rolls. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 55 (10d10) piercing damage. Unfortunately, that means staying close to the monster since youll need to be as far away from it as your movement speed (cones are as wide as the distance from their origin). If you need inspiration or just want some hard-and-fast rules to lean on, there are several excellent pieces of information there about the layout of Nautiloid ships, how much damage the self-destruct does, and what kinds of creatures a downed Nautiloid ship might be hiding. The dreadnought also creates a pretty substantial antimagic field. The ship will inherit the elder brain's mental stats, senses, languages, abilities, etc., but only while the elder brain is present on the ship itself. Landing - Water In fact, a given Nautiloid will only hold about 20-30 people, most of whom are slaves or servitors of the Mind Flayers. If the Nautiloid is destroyed, so is the Elder Brain. 2/of more, I lied The vast majority of what you're looking for is the aesthetic presentation and description. While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. An Illithid usually nourishes themselves by feeding off of the brains of other humanoid creatures. Whenever the charmed target takes damage, the target can repeat the saving throw. Their intelligence and psionics were just as powerful as the average Illithid, nearly equal in power to Illithids, though always seen as lesser. Like a stomach, it contains the remains of past meals. The Bombard has two ballistae, but the reason it's so feared is the massive cannon that resides in the figurehead. Hit: 18 (2d12 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Weve looked at what these ships are, how they work, and the stories they can be a part of, but if theres one thing you should take away from this article about running Nautiloids in your campaign, its to lean into the eldritch horror of it all. Save my name, email, and website in this browser for the next time I comment. A Ceremorph is known as a half-illithid, a creature that only inherits certain traits of an Illithid - but are by no means inheritly weaker than Illithids, purely due to the fact that a Ceremorph could be based off a powerful creature. Use the standard Elder Brain statblock found in Volo's Guide to Monsters. That means that, like all spelljammer ships, Nautiloids have two modes of propulsion: one for atmospheric travel (travel on a planet) and one for travel through wildspace (D&Ds term for the vacuum of space). That makes each Nautiloid very special indeed for the brain-sucking creatures; Mind Flayers wont give up a ship unless theres really no choice, and as long as theyre in the ship, they will probably try to play it safe as far as the combat side of things goes. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Remember that Nautiloids are highly valued by Mind Flayers and are extremely rare. Sure, you could use it every turn if a lot of creatures are ganging up on the dreadnought, but it will seek to get more actions rather than AOE. Unlike typical mind flayers, successful gnome ceremorphs retained partial memories of their previous lives, as well as much of their personality. A mind flayer nautiloid spelljammer. A Mozgriken has a crooked posture and only three facial tentacles, and are imbued with energy straight from the Plane of Shadow. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. That covers your weird movement, gravity and air in space, etc. The nautiloid is a great, snail-like deep-sea creature with a multi-chambered shell capable of housing dozens of humanoids. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. WebThe nautiloid makes two Beak attacks and one Tentacles attack. The Abolithid can breathe air and water. Or, you could just make up your own origin for these creatures. You could also do both. Yes However, many do have names for themselves for a sense of false individuality Illithids cling onto these names, as they prove their freedom from the Elder Brains. Bite. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon. Its coiled shell provides the comfort of enclosed spaces while protecting the mind flayers from the irritating rays of the sun. Since the dawn of time, theyve roamed the void searching to sate their endless hunger. This translates to a tonnage of 35 tons, roughly half of which is suitable for cargo. You find yourselves aboard it, how will you take it down ? WebCorvettes Fast, lightweight ships between 1 and 15 tons, typically serving as scouts or cheap fighters in a squadron. Source For comparison, modern-day ships can have tonnages of hundreds of thousands of tons. They rely on levitation for movement, and are usually killed on sight by Illithids. The ship will inherit the elder brain's mental stats, senses, languages, abilities, etc., but only while the elder brain is present on the ship itself. A mind flayer ship has a single captain and first officer, with the remainder of the illithids on board being crew. This terrifying monstrosity is like a boogeyman that haunts the void, a deadly threat to any wishing to travel the planes. Beak. WebGargantuan vehicle (400 ft. by 50 ft.) Creature Capacity 85 crew, 40 passengers Cargo Capacity 85 tons Travel Pace 4 miles per hour (96 miles per day) Abilities Str 24 (+7), Dex 6 (-2), Con 20 (+5), Int 0, Wis 0, Cha 0 Damage Immunities poison, psychic Ranged Weapon Attack: +5 to hit, range 200/800 ft. (cant hit targets within 60 ft. of it), one target. In addition, you no longer need to roll to resist the control of an Elder Brain, and are able to establish a psychic link with one Elder Brain at a time. Mind Blast. A downed Nautiloid can also stir a great deal of plot as the Mind Flayers inside wont be picky about how they go about repairing its organic parts. Tentacles. As for blinding it, youll have to be creative. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the Urophion. Hit: 5 (1d6 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (3d10) piercing damage. Fire Ballistas. You may choose to cast your spells psionically, removing the need for a spellcasting focus or any components that don't have a gold value. | Here Be Monsters This is the only stage in which the victim can be saved from Ceremorphosis effectively. Reel. If the Nautiloid is destroyed, so is the Elder Brain. On the other hand, Nautiloids faced by the party in space will exist on more even terms. In some cases, however, an Illithid does manage to emerge from the experiment. Tentacles. [2], Typical nautiloids looked like enormous conch shells fitted with an exterior deck and rubbery tentacles protruding from the forward section. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. If the Nautiloids lose crew members, they could easily use Ceremorphosis to bring the numbers back up. 10/35 (total weapon crew: 12) Web1 Operating a Helm 2 Types of Helms 2.1 Major and Minor Helm 2.2 Beacon Helm 2.3 Series Helm 2.4 Pool Helm 2.5 Orbus 2.6 Forge 2.7 Gnomish Helm 2.8 Bardic Helm 2.9 Grand Helm 2.10 Ki-Helm 2.11 Radiant Helm 2.12 Furnace 2.13 Lifejammer 2.14 Death Helm (Deathjammer) 2.15 Pump Helm 2.16 Non-magical Engine 3 See Also 4 References A Gnome Ceremorph is essentially a normal Mind Flayer with the template of a gnome. You can speak, read and write Common and one other language of your choice. RELATED: 10 Best Feats For Warlocks In D&D 5e, Ranked. However, it is not an essential deck to have since the battle deck can also serve this purpose. Thats fairly straightforward. Increase your Constitution Score by 1. To be frank, with a gun crew of 14 out of a maximum crew of 20, it's a good thing you don't need a deck crew in D&D5; you apparently can't afford to carry them. These tadpools are heavily hostile towards eachother, and are grown to a very specific size and length. After all, this is D&D. If unsuccesful, you instead become a Gnome Squidling listed in Icewind Dale: Rime of the Frostmaiden, and lose control of your character no matter the DM's choice. At level 1, you can cast the mind sliver cantrip. This is where the slaves of the Illithids work, with cramped sleeping quarters. Sometimes, normal Mind Flayers aren't enough, and you need a bit of an extra punch for your monsters. If the creature fails, their brain is transformed into an Intellect Devourer that follows your commands and is controlled by the DM. Illithid Names: Duosk, Drir, Rusdam, Thesbir, Relban, Grephrull, Slussibel, Kuollezakt, Saubrelor, Zangayebe. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The demiplane is otherwise indestructible.