Illithids are plotting, secretive, inscrutable, psychically potent yet physically frail creatures. They are also “product identity” of D&D, so no official version exists in 13th Age. Fortunately, an illiphant is none of these things. It owes its existence to a mural made by Alexis Diaz, though the artist can hardly be blamed for the name, or the ensuing silliness.
Whether an illithid experiment or the result of escaped illithid tadpoles latching on to a poor creature, this monstrosity is highly territorial, exceptionally intelligent, and holds a grudge. If bodies of massive creatures with enormous holes in their skulls littered throughout the area were not enough to deter you, you better hope you merely get trampled to death. Illiphants do so like the taste of terror mixed with despair.
Level 7 Huge wrecker [ABERRANT]
Trample +11 vs PD, 42 damage.
Natural even attack roll: the target may choose to pop free. If it does, the illiphant moves to a nearby enemy it hasn’t attacked this turn yet and repeats the attack. If the target chooses not to pop free, the illiphant repeats the attack against it instead.
Natural odd roll: the illiphant makes a tentacle grab attack against the same target as a free action.
Tentacle grab +11 vs PD, the target is grabbed. An illiphant can have up to four creatures grabbed. This is the ability it usually uses for oppoprtunity attacks.
Squeeze the brains out +13 vs PD (all creatures grabbed by the illiphant), 84 damage.
Cacophanous trumpetting. The illiphant has fear aura (fear threshold 36hp). In addition, its tentacle grab attack can target either MD or PD, whichever is lower.
An illiphant is never forgotten. The creature that strikes the killing blow against an illiphant never truly escapes the encounter. Their wounds may heal, but fear lingers. The (hopefully) irrational fear of being followed by an illiphant bent on revenge. Of its massive bulk hiding in the shadows. Observing. Biding its time. Bringing about their inevitable downfall. A hulking gray eminence out to get them.
Clearly, the only way to rid yourself of this fear is to confront it. Hunt down and kill the illiphant hunting you. Or at least any illiphant you can find. Just be sure it’s you who lands the killing blow again, or the paranoia will spread.
PD 21 HP 324