Half-Illithid Lizardfolk (5e Creature)
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Half-Illithid Lizardfolk
Medium aberration, neutral evil Armor Class 14 (natural armor)
Skills Perception +3, Stealth +4, Survival +5 Hold Breath. The half-illithid lizardfolk can hold its breath for 15 minutes. Magic Resistance. The half-illithid lizardfolk has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The half-illithid lizardfolk makes a knife attack and a tentacle attack. Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends. Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated humanoid grappled by the half-illithid lizardfolk. Hit: The target takes 2d10 piercing damage. If this damage reduces the target to 0 hit points, the monster kills the target by extracting and devouring its brain. Mind Blast. (recharge 5-6) The half-illithid lizardfolk magically emits psychic energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 1d8 + 2 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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This aberration is the result of ceremorphosis, in which an illithid tadpole burrows into its victim's brain. The host's personality is erased, allowing the illithid to meld with the lower brain and claim the body. While illlithid favor human hosts, lizardfolk make useful slaves and guards if the mind flayer's lair is near jungle or swamp. |
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