Illithids

In The Unremembred Lands Illithids are a civilized surface race. There are only Illithid settlements on the continent of Id. The largest city is Neogi. They very rarely venture off of their island but can still be found on the other continents. In The Unremembered Lands, illithids are born in the pool of the elder brain centered in their colony. The elder brain forms a telepathic link with the illithid and provides them with a general knowledge of how to survive as well as illithid cultural norms and expectations and uses its mind detection to seek out a responsible adult illithid that the elder brain would be a good fit to raise it until the age of 5.. Upon reaching 5 years of age, the colonies elder brain deems the illithid old and intelligent enough to finish raising itself and thus severs the telepathic link.

Age: It is unknown just how long a typical illithid can live for, although it is speculated that they can live as long as elves.

Alignment: Most illithids tend toward chaotic neutral.

Height: Illithids stand about as tall as elves.

Weight: Due to their lower body density, illithids tend to weigh less than an elf.

Speed: You have a base movement speed of 30ft.

Darkvision: You have darkvision out to a range of 60ft.

Ability Score Increase: Your intelligence score increases by 2, and your wisdom score increases by 1.

Natural Mage: You gain proficiency in the Arcana Skill.

Magic Resistance: Illithids have advantage on saving throws against spells and similar effects.

Languages: You can speak, read, and write common and deep speech.

Telepathy: You can telepathically communicate with any creature you can see in a 60ft radius as long as you share a common language.

Innate spellcasting (Psionics): Illithids innate spellcasting ability is intelligence. Once per day, you can innately cast Detect Thoughts at its lowest level.

Ascendant Step: You can innately levitate and can move horizontally and laterally at your normal speed, however you can only levitate one foot of the ground.

Mind Blast: You can project psychic energy in a 15ft cone. Each creature makes an intelligence saving throw or take 1d6 psychic damage and are stunned until the start of your next turn. The damage increases to 2d6 at level 8 and 3d6 at level 16. The DC equals 8 + your proficiency bonus + your intelligence modifier. You can do this once per short or long rest.