#Honestly I'm surprised nobody's asked Ed Greenwood about mind flayer sex yet
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y-rhywbeth2 · 3 months ago
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Illithid: Biology
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess you can almost always find something that argues against [x]. Larian's lore is also a conflicting mess. There's a lot of lore; I don't know everything. You learn to take what you want and leave the rest. Frankly these posts may get updated now and then. etc]
Biology | Elder Brains | Culture | Variants WIP
I need a break from elves.
Frankly I think most of this info is on the wiki, but whatever; a compilation of three sourcebooks and some errata.
Life cycle: From tadpole to squid to Elder Brain food; how ceremorphosis is a joy (and also a manageable condition that need not end in tentacles if you stay on top of it)
Psychology: Propaganda hours and one-sided relationships for the tentacled academics; and why the undead make them flip their shit.
Physiology: Internal organs, lifespan, senses and what do you suppose being able to feel with your stomach lining is like?
Habitat: 'On today's agenda: kill the sun.'
Diet: You don't have to live on human brains, asshole.
Reproduction: So how are half-illithid made? WotC, once again, show me the forbidden mind flayer courtship lore.
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It all begins when a mind flayer lays eggs in the brine pool that houses the elder brain. A clutch of mind flayer eggs consists of a pile of clear eggs, one-sixth of an inch in diameter, bound together by sticky garlic-scented mucus, which float at the top of the nursery (usually around the edges).
After a month these hatch into tiny mauve tadpoles less than an inch long (the tentacles are deceiving, they're not cephalopods, they're amphibians) which live in the brine pool as room mates with the colony Elder Brain. Most will be eaten by the Brain, leaving a handful of survivors (1 in a 1000 are spared).
Without the Elder Brain these tadpoles would begin cannibalising each other, until only one survived, developing enough to leave the pool and become a giant wormy horror that's about as intelligent as a dog that I'll talk about later. Nature is beautiful.
But moving onto the average tadpole who grows up with the Brain: Tadpoles take a decade to mature, feeding on mashed organs fed to them by 'nursery attendants.' Once they're about 3 inches long they're ready to get shoved up somebody's nose. The 'sucker' on the underside of its body which served as a mouth has developed a spiny rim, and four tentacles and webbed growths have spouted from it like a tail. By the time they're mature they look like elongated tiny octopi.
Tadpoles are implanted into the orifice of a humanoid being of appropriate size. Eye, nostril, ear canal, you decide.
Hosts must be mammalian, between 5'4"-6'2" tall and weigh between 130-270 pounds. This means candidates for ceremorphosis are humans, elves, gith, gnolls and large goblinoids. Worry not, the rest of you may still be of service to our glorious mucus covered masters as slaves and food, and advancements in illithid science now allows gnomes to become tiny squid people.
A tadpole in its natural state is about as intelligent as a frog. It proceeds to consume its host's brain, growing in size and intellect and melding itself to the brain stem, replacing that brain as the body's control centre.
The length of the process varies by host, depending on both their strength of mind and physical health and can take from an hour to a tenday or more. Translating mechanics to narrative: as the brain damage develops the infected loses motor control and balance, memory, personality, intellectual capability, emotional regulation and probably emotions in general, and so on so forth begin to go as the person is slowly and utterly destroyed. A restoration spell cast upon them will reverse the damage done, delaying ceremorphosis - in theory indefinitely, but it will not destroy the tadpole. The tadpole is easy to kill, but incredibly difficult to locate as you'd have to go rooting through the brain looking for it which will almost definitely kill the host. Apparently a heal spell is required to cure the condition. Of course if you kill the host and the tadpole pre-ceremorphosis then resurrecting them will bring them back right as rain, tadpole free.
Assuming that doesn't happen: once the brain is gone, the host is dead, '[their] spirit seeks its fate in the Outer Planes' and the body is left to the parasite.
The illithid begins to rewrite the nervous system and physically edit the exterior of its new body (though not the interior organs). Interior function remains largely the same, but soft tissue is overwritten on a fundamental level to the point where it doesn't really count as humanoid tissue any longer. Within seven days you have the finished product. The skin turns mauve and begins to secrete mucus, the eyes sink into the skull and turn solid white throughout, fingers begin to meld together, webbing increases between digits, the human mouth is replaced with that of a lamprey's, and four tentacles are acquired.
Once the host is destroyed the only way to bring them back is the miracle spell: in other words you need to track down a very powerful cleric and convince them to give their god a call and ask for direct divine intervention to rewrite reality so that the ceremorphosis didn't happen. Mind flayers, being sapient beings with a patron deity, presumably have souls. Most illithid believe they don't have souls (or at least not ones beholden to a deity), and insist that Ilsensine and Maanzecorian are just 'ideals,' but the hubris ridden squids are hardly unbiased. The Illithiad talks about it like they do have souls.
The illithid may have picked up some residual memory from the host, a psionic echo of neurons now gone, though considering illithid and humanoid neurology and emotions are incompatible as hardware and programming these memories are going to mean little to them if anything, and mind flayers have no sentimental attachment to the host identity as a result.
You now have a neophyte: a newborn illithid is little more than a tentacled frog that suddenly gained a lot of processing power and a shiny new sapience. It has no innate knowledge of its needs or culture and hasn't fully developed its abilities or adjusted to its form and will need the guidance of its colony as it learns and 'grows up.'
At 21 years old they should be adult ilithid with fully mature psionic abilities and control of their bodies.
An illithid lives for about 135 years, at the end of which it has its brain removed and is thrown into the spawning pool from whence it came where its brain is eaten by the colony Elder Brain. Illithid believe that they will live on forever as part of a union of those who came before them. In truth the Brain just treats them exactly as they once treated their host and victims; by killing of their individuality and personality and stealing their memories and intelligence to empower itself. But kinda worse, because at least the tadpoles aren't intelligent enough to have morals.
Psychology:
It's often believed due to their lack of facial expressions and unfamiliar body language, as well as the flat effect of their 'voice' when communicating telepathically, that mind flayers have no emotions.
It's actually the exact opposite: mind flayers have all-consuming, overwhelming feelings at all times, carefully internalised.
A mind flayer's emotions are not directly equivalent to those of a humanoid in 'feel' (possibly due to a lack of brain and hormones?), though some can be compared for an idea of what they're like. From an outsider perspective the majority of these emotions would be viewed as 'negative.'
A mind flayer experiences fulfilment and positive emotion from a) eating brains and b) pursuing and satisfying their curiosities and taking pride in positive outcomes. Curiosity itself being a powerful drive for their kind, they're all usually studying something. Outside of those two activities nothing gives mind flayers 'happiness'/whatever their version of serotonin is. 'Fear,' 'envy,' and 'hate' are other manifestations of aggression, the same as with most sentient beings.
Another other primary mind flayer emotion is aggression, usually frustration. They are a very easily pissed off people, and the belief that they are the superior beings who should be guiding the world into a Lawful utopia of master (mind flayer) and thrall (everyone else) often leads them to be very grumpy when the world, most bizarrely, does not seem to be in step with their outlook.
Whether it's innate or conditioned (and at what stage the conditioning began, tadpole or illithid) is not clear, but it's described as an 'instinct' for illithid to believe they are inherently superior and all others are thralls and good. Oh boy, the hubris. On the plus side it can be overcome and unlearned.
Mind flayers need socialisation, in a sense. Being telepathic, hive mind-oriented beings they're known to panic when alone in their own heads (such as when being outside the range of their colony).
'Dominion is life' is a key philosophy; 'only through the domination of others can [one] actualise their inner desires, needs, and future goals.' Mind flayers on a base psychological level need a thrall as a kind of mirror and anchor of their identity, not so much for care of the person they're connected to but in order to project themselves onto a being they feel 'intimately' connected to. Being without thralls is traumatic, and mind flayers will usually drop everything to acquire more when they have none. Without thralls the mind flayer's emotional health is destroyed and they just downward spiral into depression and insanity. They will often 'die quietly' in this situation.
Creating a thrall is 'no small matter' and requires the efforts of the entire colony lending their psionic abilities to the one performing the process in order to bring them into the hive mind. The intended thrall is branded with their master's ID and conditioned with layers of psionic brainwashing in repeat sessions, completely erasing their personality and individuality and then reprograming them to suit their master's needs.
While we 'cattle' consider this horrific, mind flayers see this as an act of altruism. They genuinely believe that the 'lesser races' require their dominance for guidance to thrive. Those who are consumed are appreciated; an illithid grants the lesser races a boon by consuming them and briefly experiencing their existence, and the thrall race grants them their 'gifts.'
'Oh, most delicious morsel, perceive my appreciation of your unique gifts...' - A mind flayer, addressing its 'donor'
(Mind flayers that question any of these doctrines of how it's good for the 'lesser races' are subject to immediate execution.)
Illithid do not typically have such 'intimate' bonds with each other. While they are cooperative, mind flayers are highly individualistic and very competitive. While they're known to experience grief at the passing of their people, tentacled academics don't like to share their personal research with the other mad scientists.
They aren't incapable of being decent people.
'...there are some benevolent illithids, though these tend to be reclusive and well-hidden, or magically disguised into other shapes they “wear” almost all the time, just to avoid constant attacks or hostility from others who see their mind flayer bodies and react accordingly. At least one longterm-in-print “human” NPC of the Realms is actually one of these disguised illithids. - Ed Greenwood (I'm not sure who it is, NPCs aren't my forte)
'Rogue' illithid are those who - somehow - break free of an Elder Brain's borderline omnipotent dominion and reclaim their individuality. Some of them, often those with open minds who've lived long and experience many things, come to see mind flayer supremacy propaganda as nonsense and come to respect non-illithid as their equals on par with fellow illithid rather than thralls in the great plan of the universe.
Aside from the gith, the undead are the illithid's least favourite group of people in the universe. This has been downplayed as editions proceeded, but as walking corpses the undead have neither body temperature nor brain activity; This makes them effectively invisible to mind flayers who struggle to sense their presence, and worse, means that they cannot be controlled throwing a wrench in the 'we are the supreme beings' paradigm that informs the entire mind flayer propoganda machine. Mind flayers are absolutely fucking terrified of the undead to the point of psychological trauma, to quote the book, and when informed of undead sightings near their colonies the community will drop all activity to focus on getting rid of them. Preferably by organising a group of thralls trained to hunt them and sending them off to deal with the problem.
'To an illithid’s way of viewing things, it appears as if undead were created long, long ago just to thwart illithid dominance.'
To add insult to injury they're not edible, and if you tried to eat their brain it would be 'like eating a frozen pizza that's still frozen. Not the most uplifting experience.' Or so says Christopher Perkins. Ghouls and zombies on the other hand are probably fine eating their brains.
Physiology:
Mind flayers are warm blooded.
Tall, emaciated looking figures; While they're extremely powerful natural psionicists, in terms of physical prowess they're usually nothing to write home about.
Their tentacles range from 2-4 feet in full length, usually appearing shorter at rest. An illithid's tentacles are very responsive, almost always in motion in response to their inner thoughts and moods. They double as an extra set of arms, and possess the full strength of arms too.
Most internal anatomy, with the exception of the sex organs and any mammary glands, remains and functions much the same as it always has, save that each organ is now wired into the nervous system to a greater degree. Every single organ effectively becomes an auxillary brain - likely because a mind flayer doesn't have a true brain of its own - allowing an illithid greater information storage and processing capabilities. It also allows them an awareness of their internal anatomy rather like everybody else is aware of their external sensory anatomy.
Mind flayer skin is a vibrant mauve; The glands of the dermis are altered to secrete a lot of mucus in order to lock in moisture and keep that delicate amphibious skin covered in a film of slime - which smells of vanilla, onion and garlic. Without this protective covering, for example if lost to the drying effects of the sun or from disease, the mind flayer dehydrates and is at risk of death if not replenished. The mucus also does something unexplained that amplifies a mind flayer's psionic abilities and offers protection against harmful magic.
There's also been something about moulting that wasn't expanded on.
The index finger is lost, for some reason, leaving a mind flayer with three fingers and a thumb. These are tipped with long black 'claws' of cartilage, but despite looking threatening they're harmless. On the feet all but two toes are lost as webbing stretches between them to form flippers. Unsurprisingly for semi-aquatic beings, mind flayers are adept swimmers, though they can't breathe underwater and must surface for air.
Due to the shape of their mouth and the loss of a tongue and use of vocal chords due to ceremorphosis, illithid technically cannot verbalise and communicate exclusively via telepathy and body language (via tentacles). If forced they can shove one of their own tentacles down their throat and force it to function as a voice box and tongue (usually for spellcasting purposes). The sensation is horrible for the illithid and the sound is godawful for those listening to it, so everybody suffers together!
Senses:
The primary sense of an illithid is, naturally, their psionic abilities: primarily detect thoughts which they can use to track living beings around them and communicate.
The exterior remodelling has several effects. The nostrils are lost in favour of tentacles, meaning that an illithid must breathe through its mouth and has no olfactory sense.
Sight: Illithid eyes are covered in a pale film which screens out the light spectrum visible to human eyes, but does give allow them to see in infrared and track heat signatures. Or in 3.5e-onwards parlance due to jettisoning infravision as a concept: they can see perfectly in the dark, but struggle in lighted conditions and see not at all in full sunlight. Due to this lack of vision, illithid 'write' things using a psionic method called Qualith. While it is inscribed, the actual information it contains isn't in the writing it just beams into your brain at a touch.
Hearing: The outer ear is reduced to a barely noticeable ridge around the ear canal over the process of ceremorphosis, which reduces the illithid's auditory capabilities. They're reasonably good at telling what direction a sound is coming from, but struggle to tell sounds apart or pick apart various components within a sound.
Habitat:
As the sun blinds them and dries them out - which is greatly uncomfortable and a serious health risk - illithid absolutely despise the thing. A popular mind flayer rhetoric is that the damn thing should be blotted out. Not just the sun of Toril; the sun of every world across the planes.
They need dark, cool, damp moisture in their surroundings to survive and thrive.
For the time being mind flayers live the subterranean lifestyle, seeking out damp briny caves to make their homes in. Mind flayer collonies are often most at home in the very deepest levels of the Underdark.
Diet:
The downside of this reconstruction of the stolen host body is that the body loses its ability to produce hormones and enzymes - in order for a mind flayer's neurons and organs to function, it must take them from living beings (preferably humanoids). While they're infamous for eating brains, and the largest portion of their diet is brains - from which they can gain most of what they need - an illithid must actually consume a balanced diet of all organs found in the human body. The psionic energies within brains gives a boost to metabolism that allows illithid to effectively go without standard nutrition for the most part. A brain a month holds them over fine.
The brain doesn't need to be humanoid, it just needs to be 'nourishing' enough. Felids and canids and octopi should make a good meals.
However part of the pleasure of consuming a brain is in experiencing the memories of the victim, a sensation often shared with the rest of the colony, and animals rarely provide the same entertainment value. While illithid can get by on a brain a month, and can find more ethical options, the s majority wouldn't do that and eat far more than they need to simply for the pleasure it brings them. They also eat animal brains for snacks in between humanoid meals.
That said apparently 'many illithids over the years have forsaken eating human brains in favour of other diets, and working with human thoughts and memories in other ways.' The details of these diets have been written up somewhere but are currently behind NDAs (can't be given 'yet' was the phrasing).
While most find an illithid mouth scary, rest assured that mind flayers do not bite. Their mouths are too weak to break skin, let alone chew through flesh and bone: No, their tentacles secrete enzymes that dissolve through organic matter, allowing them to expose the organs (the illithid's own mucus protects their own flesh). The lamprey-like structure of the mouth allows them to latch onto the flesh and then they shove their tentacles into the cavity, move the dissolving organ mush into their mouth and eat it.
Reproduction:
Ceremorphosis also edits the reproductive organs. The host's mammalian sexual characteristics disappear as they are altered for illithid use.
Illithid are hermaphrodites and oviparous, every illithid will - on two or three occasions in its life - lay eggs in the colony brine pool. Lore does not go into mind flayer mating practices, so how these eggs are fertilised is not covered. Possibly they self-fertilise. It's also possible that it takes two to tadpole: it could be done in the style of fish, where one lays the eggs and another fertilises them, but considering they're amphibians with a mammalian base structure it's not out of the question that mind flayers fuck. Especially on Toril. It's also not explained why two/three times; if they have a libido at all, or if they go into heat three times in their life, or if the colony simply has a roster that decides who is on breeding duties and when...
Their reproductive system, for those found on Toril, is also apparently compatible with humanoid systems and can produce half-illithid. It's the Forgotten Realms. Everything in this setting turns out to be horny when you dig deep enough.
Underdark assures us that 'most often' mind flayers impregnate humanoids with mad science rather than by 'direct mating.' 'Most often,' not accounting for the minority who decided to go at it the 'direct' way. I have no idea what illithid society thinks of mind flayers with these inclinations (I strongly suspect it's not approved of), nor do I have any hints as to how direct mating with illithid works.
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