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Recent History
A very recent discovery, it is now known that the creatures known as Slimes are simply the larval forms of these powerful creatures. 
 
General Description
When a Slime reaches an extraordinary level of intelligence it will metamorphose into this form. Sothoth are roughly humanoid, with a tall thin "body" and their core contained within a "head". They can have any number of limbs due to their mutable form, but when resting they have none so they more resemble a dense, brightly coloured gelatinous post rising from a mobile puddle with a sphere on top connected by a thin "neck".
 
Incredible Minds
The knowledge and mind-scape of a Sothoth is a gestalt of the minds of all the creatures it has absorbed. This results in a being that is frighteningly intelligent, but also often somewhat skewed in viewpoint. Their minds work absurdly fast but often mechanically in nature, due to the huge amount of knowledge and interwoven viewpoints of information in its mind. This can result in them being somewhat cold at times and overly logical, but this does not make them evil or emotionless by any means; they remember their past experiences and lives as a Slime and at heart are the same being they were, and “good” Sothoth often feel remorse for those who had to die to allow them to reach their adult form. 
 
Mind Over Matter
The immense amalgamation of minds within the core of a Sothoth gives them access to potent psychic abilities quite unlike anything any other race has access to without the use of magic. They most frequently use this to telepathically communicate with those around them, finally able to truly express their thoughts after years or maybe even decades of muteness. These powers increase as the Sothoth gets older (they do not age in the traditional sense) and range from the ability to move small objects with a thought to, in older Sothoth, powers such as limited mind control and forcing enemies into a comatose state.
 
Brain Drain
Sothoth share many of the same weaknesses as a Slime, but with one notable extra; if their Intelligence is drained, they will revert back to their larval stage. If this happens, they retain all of their memories and most of their former knowledge, although in the case of the latter they cannot access anywhere near as much of it which causes them to act much as they did before metamorphosing. If and when their intelligence is restored or they absorb enough minds to regain their former intelligence level, they metamorphose back into their adult form.

Character Creation Stat Block

No modifiers (stats remain same as Slime form, must have an Int of 18+ to use)

Telepathy: You cannot speak normally, but you can telepathically speak to any creatures you can see  within 120 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the target(s) must be able to understand at least one language or be telepathic itself.

Age: Illithids have no set age range for maturity; rather it is determined by size. The upper age limit of Illithids is unknown.

Amorphous: Due to the fluid nature of your form, you can move through a space as narrow as 1 inch without squeezing. You leave behind any items you are carrying, and any equipment which you are proficient with merges into your form until you exit the space.

Adhesive: Being a creature of gelatinous slime you are naturally sticky. You have advantage on Athletics checks made to grapple a target. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You are also immune to fall damage.

Undefinable State of Being: While you are explicitly alive, you are neither animal, plant or fungus. Your description is Ooze. You do not need to sleep or breathe and cannot be Blinded, Deafened or knocked prone. You also take half damage from Bludgeoning or Slashing but due to the nature of your being you are vulnerable to Piercing.

Elemental Natural Weapons: Your physical form is imbued with elemental power, so your unarmed attacks do their damage. Your elemental damage is the same as for your previous form. Your unarmed attacks do 1d4+Con of damage in that element rather than the normal Bludgeoning.

Elemental Immunity: You are immune to damage caused by the element of your Natural Weapons.

Dehydration: You have disadvantage to all rolls when in extreme heat.

Brain Drain: If your Int is decreased below 18, you revert to your Slime stat block. When it returns to 18 or above, you return to using your Illithid stat block. All of your other stats remain the same.

Extremely Slow: Due to your increased bodily density you can no longer move as fast. Your movement speed is 15ft.

Psionics: You have an internal reservoir of energy dedicated to your formidable psychic abilities. You have a number of PSI points equal to your overall Level + your Int modifier, and can use an amount equal to your overall Level to produce the effect of any one of the spells on the following list at any one time. Your PSI points recover completely after a long rest.

  • Start - Encode Thoughts (2 PSI)
  • Start - Catapult (2 PSI with an additional 1 per 5lbs of object)
  • 2nd - Disguise Self (3 PSI)
  • 4th - Detect Thoughts (2 PSI with an additional 1 per target)
  • 6th - Phantasmal Force (4 PSI)
  • 8th - Arcane Eye (4 PSI)
  • 10th - Dominate Beast (5 PSI)
  • 10th - Hallucinatory Terrain (6 PSI)
  • 10th - Dominate Person (6 PSI)
  • 12th - Wall of Force (7 PSI)
  • 14th - Mass Suggestion (10 PSI)
  • 16th - Mental Prison (10 PSI)
  • 18th - Dominate Monster (12 PSI)
  • 20th - Psychic Scream (14 PSI)