Mind flayers are one of our eternal enemies. illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching as their fathomless minds can conceive.
They are weak alone - Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain - a massive brain-like being that resides in a briny pool near the center of a mind flayer community. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
Strong, seem to be created by virus, quite dangerous. Have some magical capabilities that are not familiar to me, but did not pursue me far. Probably not exceptionally bright, and my domination would have worked if I had not been tired from my encounter with the illithids earlier.
They have hands useful for finer manipulation in their upper torso, and another pair better for cruder actions in their front legs. Their upper eye exudes some form of telekinetic biomagic.
Zellgram are nocturnal predators who resemble many creatures and none at all. They have limbs that are deceptively strong, and enable them to climb swiftly. Their hindlegs are capable of considerable jumps, and their tails serve to maneuver them through the air. They also have some unique poison in their tail, that makes them quite the peculiar foe to face. They can squirt this poison to distances, and it is dangerous to touch.
These creatures I have captured only for small times before they escaped. They are carnivores, despite being descended from herbivores, and possess some dark powers I could not be bothered to counter at the time. Their wings allow flight, but they seem to move by alternating between flight and stride.
Curapbar are vicious and despite being not very smart, can become cunning in a fight. They eat everything they encounter, and are ordered by some form of hive queens that seem to have limited sentience. They make excellent slaves, and it is too bad mine died fighting a bunch of githyanki.
This plant I found in a plane that was mostly uninhabited. It seems to be both a plant and a sort of snake or eel, and its poison was quite strong. It can fly and move around, but has to stop after a time and gather energy from the ground and sun, like a plant.
Aboleth, one of our eternal enemies, is hard to describe. This specimen was very young, and still a pain to gather and study. I was able to look inside its biology and find some interesting results.
Aboleths have flawless memories, and indeed their brain seems to have many reserves of cells spread inside its body, to create redundancy.. They pass on their knowledge and experience from generation to generation. Aboleths dwell in watery environments, and In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories, by some very unique mechanism I was yet to pinpoint as of this point Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience.
Some form of hybrid water creature, it seems quite fast and agile despite its “claws” being ill equipped for water. Some investigation points to a strange form of magic that took hand in its creation. It seems to be amphibious, even though its tail would make overland travel unlikely.


This monster, called “rust monster” by the locals of this plane, are quite interesting.These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. Their body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from their head, which they use to corrode metals
They roam subterranean passages in search of ferrous metals to consume, and seem to ignore creatures not carrying such metals, but can become aggressive toward those bearing metals on them. Their sense of smell for the metals is quite strong.