Category Archives: mind flayer

A Sundered World: What Is Going On…Also Mind Flayers

It has been awhile since we last talked about A Sundered World: I moved and have been busy with a new job, play-testing a Super Dungeon Explore expansion, reading up on 13th Age and Numenera, Josh has been busy with his existing job (and his schedule got a bit wonky for awhile, too), etc.

So partly this update is to say that we are still working on the Dungeon World version of A Sundered World (with other systems to come). The page count breached pages out of a projected 150, and we are still working out the gazetteer, class playbooks, equipment, magic items, monsters, and more.

The other part is to talk about the direction we are taking mind flayers or, given that mind flayers are considered Product Identity by Wizards of the Coast, whatever we end up calling our version of them. Mind you none of this stuff is specific to A Sundered World; it could easily fit in any setting with a Far Realm.

Which should frankly be all of them.

A LONG TIME AGO, IN A REALM FAR, FAR AWAY
Mind flayers come from the Far Realm, a void beyond the known regions of the Astral Sea, where space, time, and reason have no meaning or appreciable purpose. Instead of starting out as defenseless tadpoles they look more like facehuggers: vertebrae-like tails and spidery limbs extend from a fleshy mass covered in eyes of various shapes and sizes. Since they can crawl about this already makes them more dangerous, but they also possess an array of primitive psionic abilities that can induce panic in potential victims, hide them from sight, maybe even a one-target mind blast?

Instead of having to be implanted in a victim they just latch on to your spine, digging through flesh and bone with their sharp limbs to get a nice, solid grip. Once the victim is immobilized it is only a matter of suffering through an incredibly painful, lengthy transformation, and that is where baby mind flayers come from.

Sigh. They grow up so fast…

Josh pitched this idea awhile back after reading Perdido Street Station, likening them to the handlingers. I loved the idea of making them more parasitic, but also wanted to make them more dangerous on their own. Since they can move, attach themselves, and are pretty good at hiding I think it will add a lot of tension when creeping into (or trying to escape from) a mind flayer enclave or vessel. This also better allows for someone to get it removed before the transformation is complete, paving the way for a compendium class or one possible origin for psionics.

SAMEY PSIONICS
I think it is kind of silly that 3rd Edition mind flayers had the exact same suite of psionic powers across the board, with customization basically limited to slapping on spellcasting/manifester levels until you get something reasonable. Since mind flayers are derived from other creatures one idea is to have what mind flayers do be layered on top of an existing creature (think 3rd Edition template), even going so far as to affect what kind of psionic powers that they develop.

For example a dwarf mind flayer could manifest powers that let it manipulate metal (or even transform its body into weapons) and regenerate quickly, while an elf would be more graceful, mess with your mind, and manifest precise bolts of telekinetic force. This is not meant to replace one explicitly defined list with another, but give you some thematic groups that you can use or change as you see fit. In Dungeon World this is a pretty simple matter of citing some flavorful moves, while 4th Edition and 13th Age would require power groups and a list of psionic features and/or nastier specials respectively.

OTHER ANCIENTS
Something I pitched while we were talking was if mind flayers were servants, creations, or even just somehow related to an ancient one (probably something that at least looks Cthulhu-ish given all the face-tentacles). Other ancient ones would have their own humanoid-turned-horror servants, like Dagon’s deep one hybrids. This not only adds more variety, but also makes it easier to develop plots where agents working for various ancient ones oppose each other. The characters might have to work for one, or ultimately choose the lesser of two or more impending dooms.

Mind Flayer Feat "Beta"

Here is a list of feats that I made for mind flayers. Some were written up over a year ago, while some I thought up after the psion was released (obviously). Are they balanced? No clue. Lemme know what you think! You can either email me at antiochcow@gmail.com with stuff, or throw it in the comments.

Heroic Tier
Any mind flayer can pick these up.

Augment Mind Blast [Mind Flayer]
Prerequisite: Mind flayer, psion
Benefit: You can augment your mind blast power in the following ways.

  • Augment 1: Affected creatures are immobilized until the end of your next turn.
  • Augment 2: +1d6 damage, and targets take a -2 penalty to their Will defense (save ends).

Crushing Tentacles [Mind Flayer]
Prerequisite:
Mind flayer
Benefit: When you grab a creature or sustain a grab, you can deal automatic tentacle damage as a minor action.

Dazing Mind Blast [Mind Flayer]
Prerequisite: Mind flayer
Benefit: Creatures affected by mind blast are dazed until the end of your next turn.

Expanded Mind Blast [Mind Flayer]
Prerequisite: Mind flayer
Benefit: Your mind blast becomes a close blast 5.

Designer’s Note: Stole this from dragonborn.

Focused Mind Blast [Mind Flayer]
Prerequisite:
Mind flayer
Benefit:
When you use mind blast, you can instead have it affect a single creature up to 10 squares away, and the target takes extra damage equal to your Charisma modifier.

Psionic Assault [Mind Flayer]

Prerequisite: Mind flayer
Benefit: You gain a +1 feat bonus to attack and damage rolls with powers that have the Psychic keyword.

Designer’s Note: Took something from tieflings. I think it fits very well.

Psychic Caress [Mind Flayer]
Prerequisite:
Mind flayer
Benefit: When you use your tentacle power, you can choose to have it deal psychic damage and gain the Psychic keyword.

Designer’s Note: The idea behind this feat is that the mind flayer sends surges of mental energy across his tentacles.

Warrior Sept [Multiclass]

Prerequisite: Mind flayer, fighter
Benefit: The dice used for your tentacle damage increases to 1d8.

Designer’s Note: This feat is intended to allow a mind flayer to rely more readily on his tentacles than “mundane weaponry”.

Paragon Feats
Any mind flayer at level 11+ can snag these.

Devour Brain [Mind Flayer]
Prerequisite: Mind flayer
Benefit: When you kill a creature, you can devour its brain as a minor action to gain temporary hit points equal to your 5 + your Intelligence modifier.

Designer’s Note: This is kind of a placeholder effect until I can find more stuff that does something similar. I’m thinking that once per encounter, the mind flayer can chow down to regain a power point, but I dont want to make it specific to psions…unless I make another feat that lets him do that…hrmmm.

Psychic Boost [Mind Flayer]
Prerequisite:
Mind flayer, psion
Benefit: When augmenting a psion power, you can instead expend your use of mind blast to pay the augment cost equal to one power point. You can still spend power points normally if you wish to augment the power further.

Designer’s Note: Not sure how “balanced” this is, but I like the idea of a mind flayer being able to use his inherent psychic energies to charge up another power. Fits the theme of the flexible nature of psionic energy.

Stunning Mind Blast [Mind Flayer]
Prerequisite: Mind flayer
Benefit: Creatures affected by your mind blast are stunned until the end of your next turn.

Designer Note: This feat lets the mind flayer’s encounter power deal a short stun effect, which is on the level with many other paragon-tier powers that I found that also stunned targets until the end of the attacker’s next turn. I found a few ranger exploits that could stun (save ends), but those were dailies and/or required multiple attacks to hit the same target.

Epic Feats
Only level 21+ mind flayers need apply.

Destructive Mind Blast [Mind Flayer]
Prerequisite: Mind flayer
Benefit: Creatures affected by your mind blast gain vulnerable psychic 5 until the end of the encounter.

Mind Blast Savant [Mind Flayer]
Prerequisite:
Mind flayer
Benefit: You can use mind blast as an at-will power, but only once per round.