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Flayed

1 variants

The Flayed are individuals who have undergone partial ceremorphosis, a process where an Illithid tadpole is introduced into the brain of a humanoid host. Unlike full ceremorphosis, which erases the host's identity, partial ceremorphosis allows the host's consciousness to persist alongside the illithid's influence. This transformation grants the host access to psionic abilities, enhanced intellect, and a heightened awareness of the multiverse. However, it also introduces internal conflict as the host grapples with the invasive presence of the illithid parasite.

Flayed illustration

Echoes of the Illithid Within

Physically, Flayed individuals exhibit subtle alterations. Their skin may take on a pallid hue, and faint, intricate patterns reminiscent of neural pathways might appear across their bodies. Their eyes often glow with an unnatural light, reflecting their enhanced perception. These changes are less pronounced than those seen in full Mind Flayers, allowing Flayed individuals to blend more easily into humanoid societies.

They have inherited base instincts of the Mind Flayer parasite within them. While they retain their alignment and memories the Flayed develop a desire for conquest and an instinctual fear of Neothelids and other predators of Mind Flayers. They also inherit the Mind Flayer’s inability to comprehend Aboleths.

The most unnerving aspect of the transformation is that the Flayed now require to consume an intelligent brain every six months or they begin to starve. Many Flayed sadly cannot deal with this and even though they have been spared full transformation they choose to take their lives rather than consume brains.

Eons in the Mindscape

The Flayed retain the lifespan of their original species, though their aging process may be subtly altered due to the regenerative properties of the illithid parasite. Culturally, Flayed individuals often find themselves caught between two worlds: the familiar customs and traditions of their original race and the alien, cerebral inclinations imparted by the illithid influence. This duality can lead to a sense of isolation, as they navigate the complexities of their transformed existence.

The Flayed are seen as potential bombs waiting to blow up and become Mind Flayers by most even base creatures. Furthermore, Mind Flayers view them as dangerous as they are rejecting their tadpole.

Hierarchy of Thought

In societies with Flayed individuals, governance structures are often influenced by the psionic prowess of their members. Leaders may be chosen based on their intellectual capabilities and mastery over psionic abilities, rather than traditional hereditary or democratic means. This can result in meritocratic systems where power is concentrated in the hands of those who can best harness the illithid-enhanced intellect. However, the presence of the illithid parasite can also introduce elements of manipulation and control, as the parasite's influence seeks to assert dominance over the host's will.

Traits

ASI: +2 INT
Size: Medium
Speed: 30 ft
Age: 16 - 40
Alignment: Lawful Evil
Languages: Common, Undercommon, Deep Speech

Incubation Period

You have a Mind Flayer Parasite that grows as you gain power, at level 7 you evolve into a Lesser Mind Flayer.

Incompatible Species

Halfings, Gnomes, Dwarves, Centaurs, Giants, and Kuo-toa cannot become Flayed or Mind Flayers and die in the process of placing the tadpole.

Partial Salvation

A force has protected your mind from the parasite tadpole. Roll 1D6 to determine the nature of the force that saved you: 1- A Patron or Deity sees great potential in you and has preserved you. 2- A true Mind Flayer is shielding your mind for some mysterious purpose. 3– The tadpole is a mutant variant and seeks to coexist, for now. 4- The Mind Flayers, a powerful Wizard, or another force has experimented on your body and mind and given you partial immunity. 5- You (Possibly unwittingly) already had a dormant parasite within you that is competing with the tadpole and while it lives, the transformation is halted. 6- Some mysterious implant, talisman, or artifact is shielding your mind, though you may not know where it is or what it is.

Mental Cohabitors

You and the tadpole share a mind and are forced to cohabitate. Roll 1D8 to determine the nature of your relationship with your tadpole: 1- Survival, the tadpole seeks to survive at all costs and only gives you issues in dangerous situations. 2- Hungry, the tadpole wants brains and is angry until satiated. 3- Curious, the tadpole is fascinated by you and wants to learn everything about you. 4- Cruel, the tadpole wants to experiment and see things writhe under your touch. 5- Conqueror, the tadpole seeks to destroy and subjugate lesser beings. 6- Paranoid, the tadpole is frightened and sees threats everywhere. 7- Trapped, the tadpole sees you as a prison that it wants to escape. 8- Mad, the tadpole went insane after failing to assimilate, it wails in your mind.

Psionic Potential

Choose 1 from the following: -Psionic Overload: Once per long rest as a bonus action you can take 1D12 Psychic damage and for the next minute you deal an additional 1D6 Psychic damage on melee and spell attacks. -Favorable Beginning: Once per long rest you can give yourself a bonus equal to your Proficiency Bonus to an attack roll or ability check as a bonus action. -Force Tunnel: Once per long rest you conjure a tunnel of psych wind and are propelled in a straight line 60 ft and each creature in the way must make a STR saving throw DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus or be thrown back 10 ft. -Concentrated Blast: Once per long rest you can end concentration on a spell to deal 3D6 psychic damage to a target within 30 ft. -Transfuse Health: Once per long rest you can transfer half of yourhit points to a target within 10 ft of you once per long rest.

Variants