Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Tuesday, January 21, 2025

Piercer Miniatures?

Today's post about "The Ecology of the Piercer" article got me wondering: have there ever been any miniatures of piercers? Though I've never been a big user of minis, I did own a fair number of Grenadier AD&D figures in my youth, some of which featured a goodly selection of the game's weirder monsters – and make no mistake: the pierce is weird. However, I can't recall any piercers among Grenadier's offerings, at least not those that I owned in the 1980s. Nor can I find any evidence online of any other manufacturers, official or otherwise, that produced a pierce model in those days. 

Apparently, WizKids produces one nowadays (pictured to the left). Looking at it, I suppose I've inadvertently explained why there haven't been any such miniatures before: what purpose would they serve? The intent behind piercers, assuming I can fathom the mind of Gary Gygax (or whoever it was that originally created it), is that its appearance is a surprise. Looking like an ordinary stalactite, no one is supposed to notice it until it attacks. Placing a miniature of it on the table would be a dead giveaway of its presence, thereby negating its one and only purpose. 

On the other hand, there have been a lot of odd Dungeons & Dragons miniatures over the years. I doubt the piercer would have been the oddest. 

Thursday, January 9, 2025

Retrospective: Birthright Campaign Setting

By now, it's pretty widely recognized that Dungeons & Dragons and, by extension, all roleplaying games ultimately descend from miniatures wargaming. After all, the subtitle of OD&D is "Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniatures Figures." Yet, fairly quickly, this descent had become obscured, if not outright forgotten. The first version of D&D I owned, Holmes Basic, was first published in 1977, just three years after the release of OD&D and, by that point the game's subtitle had already been changed to "Rules for Fantastic Medieval Role Playing Adventure Game campaigns" (italics mine). The explicit connection to miniatures wargaming had been severed.

However, many implicit connections remained, most importantly in the way that most character classes, as they advanced in level, gained followers – sometimes a lot of them. High-level characters can also establish strongholds and rules over a territory, collecting taxes from the inhabitants. These and similar aspects of the game reveal, I think, that D&D never completely broke free of the bonds of miniatures wargaming, where free-wheeling campaigns driven by the machinations of players were common. D&D is very much an outgrowth of that style of play, even if most of the new generation of gamers, like myself, had little or no understanding of this fact. And, to be fair, TSR itself did very little to promote this style of play, aside from half-measures like the D&D Companion Set in 1984

TSR tried again a little more than a decade later with the release of the Birthright Campaign Setting in 1995. Created by Rich Baker and Colin McComb, Birthright was another example of the many impressive boxed sets released during the Bronze Age of D&D. The set consisted of three softcover books (a 32-page Atlas of Cerilia, describing the game's history and geography; a 96-page Rulebook that detailed changes to the AD&D 2e rules; and a 96-page Ruins of Empire book that detailed all the kingdoms of the setting), a couple of large poster maps, a battle mat, 112 cards with the stats for various military units, a DM screen, and a collection of reference sheets. It was, as I said, a very impressive package. The box was filled to the top with lots of stuff – a hallmark of the era.

One of the central features of Birthright that distinguished it from other D&D settings at the time was that it focused on rulership, whether of a kingdom (or smaller governmental unit) or an organization, like a guild, merchant company, or temple. Most player characters are assumed to be scions, possessors of ancient divine bloodlines that grant them a variety of supernatural abilities. These bloodlines stretch back to the gods themselves, who sacrificed their very essences in order to save the mortal races of Cerilia from the evil god Azrai. When a character is generated, the strength and type of his bloodline is determined randomly. However, through play, the bloodline can be strengthed or weakened, depending on his success or failures in defeating other scions. 

Bloodlines and their powers play a significant role in Birthright. Scions are, by their nature, no ordinary mortals. Their powers enable them to rise to prominent positions in Cerilian society, such as great military commanders, merchant princes, high priests, and, of course, the rulers of domains. Success in Birthright's domain management system depends, to a great degree, on the ruler's use of his bloodline strength and powers, though luck and good judgment play a role as well. It's an interesting conceit and, in my opinion, a rather clever one for a leveled game like AD&D. Since even 1st-level Birthright characters possess bloodline powers, albeit weak ones, they can jump right into the action by governing small territories or organizations, with the hope that, as they advance in influence and power, they can expand the holdings they govern as well.

Domains are governed according to a three-month "domain turn" during which a ruling scion (or regent) makes decisions about how he wishes to govern. These decisions involve taxation, maintenance, warfare, diplomacy, and more. There are also tables for handling random events that might occur during a turn. Of course, characters can also – and indeed are expected to – engage in adventuring during these turns, too, since defeating other scions and stealing their divine power is an important way to increase their own. Birthright regents don't just sit on their thrones and let others do the dirty work for them! It's probably not "realistic," but it's fun, in much the same way that a Star Trek captain's leaving his bridge to beam down to a hostile planet is. After, Birthright is still D&D.

Speaking of its being "still D&D," the Birthright campaign setting doesn't deviate too much from the defaults of Second Edition. All the expected character classes are there and any changes to them are minor at best. The same is true of the standard demihuman races, though elves have a slightly more sinister, or at least distrusted, character to them. The setting does make a distinction between wizards, who cast both "true magic" and realm magic, and magicians, who are specialists in illusion and enchantment. Only scions can become wizards, since both true and realm magic require the divine power of a bloodline to operate. Other than this, Birthright doesn't differ all that much, rules-wise, from AD&D 2e as it existed in 1995.

Though the setting assumes that most player characters will be scions, it's not mandatory. Characters lacking a bloodline are possible, though I'm honestly not sure why anyone would play one. They lack both the extra abilities that bloodlines provided and the hit point boost (+10) that comes with them. Non-scion characters get a +10% XP bonus on top of any other bonus they might qualify for, but that's the only benefit to not having a bloodline. I suppose another perk is that you're not as likely to be a target for ambitious scions hoping to empower themselves by killing you.

Like a lot of AD&D 2e settings, Birthright was very well supported by TSR, with a large number of supplements and adventures being published for it over a very short period of time. I never owned anything more than the original boxed set, so I can't really comment on how useful these were. I get the impression that, as one might expect, they were a mixed bag – some were excellent and added a lot to the setting, while others were less so. For myself, I felt that Birthright was complex enough as it was and can't imagine wanting to add more complexity. The domain management system, while compelling, required a lot of bookkeeping, for example, and the mass combat rules, though simpler than a full-on miniatures wargame, nevertheless required a lot of attention.

The Birthright campaign setting is one that greatly interested me at the time of its release. Unfortunately, that time also corresponded to when my interest in Dungeons & Dragons was rapidly fading. As I said, I bought the initial boxed set and read it with enjoyment. However, that never translated into making use of it. Instead, it languished on a shelf for years, until I finally sold it to someone who'd better appreciate it. Now, I regret that a tiny bit, since I think I now have a better handle on the kind of "movers and shakers" political campaign that the rules were designed to handle. Were I to referee such a campaign, though, I doubt I'd use AD&D, so it's a moot point anyway. 

If anyone reading this made good use of Birthright to run a campaign, I'd love to hear how it went.

Monday, September 23, 2024

"Orcs, goblins & trolls prefer Grenadier figures ..."

Another memorable Grenadier Models advertisement, this one appearing at the back of issue #64 of Dragon (August 1982).

Thursday, September 19, 2024

Western Gunfighter

Grenadier Models produced a line of historical miniatures under the name "Western Gunfighter" that were approved for use with TSR's Boot Hill

I'm not certain when these miniatures were first released. I can find evidence online that they were at least advertised by Grenadier in 1978. Whether they were released in that year (or earlier), I can't say with any certainty. Even so, 1978 is prior to the release of Boot Hill's second edition in 1979, which is interesting. In addition to this large boxed set, there were also a number of smaller blister packs. 

I've never seen any of them in the flesh, only photographs, so there's not much more I can say about them. Did anyone reading this own or see them? 

Monday, September 16, 2024

Things That Go Bump in the Night

Back at the end of June, I wrote a post about the representation of bugbears in the various TSR editions of Dungeons & Dragons. My examination of the topic revealed that, by and large, bugbears had a fairly consistent appearance over time, unlike, say, orcs. On some level, that made sense, since bugbears, as a distinct "type" of monster, are unique to D&D. They don't have a clear folkloric origin, leaving to TSR's artists the responsibility of establishing what they look like.

While looking through some old issues of Dragon magazine, I came across an advertisement from Ral Partha that showed off some miniatures sculpted by Tom Meier, including some identified as bugbears. Here's one of them, as shown on the Ral Partha Legacy website.

Seeing this figure awakened some old and forgotten memories. Though I never owned any of Ral Partha's bugbear minis, I saw them in one of the glass display cases at a hobby shop and found them strangely unnerving. There's something about the combination of oversized ears, goggling eyes, large, leering mouth, and spindly, apish body that I find unpleasant on some subconscious level. I'm not really sure I can explain it, except to say that I find these take on the bugbear creepy and nightmarish – maybe I'm easily frightened.

Despite this, I was glad to have been reminded of this miniature. I remain very committed to the idea that good fantasy is and indeed should be frightening. I can't help but feel that fantasy, as a genre, has become increasingly domesticated to the point that it's becoming boring. That needs to change. We need more terrifying monsters and horrific situations in our fantasies – and in fantasy gaming. Perhaps this is a topic worth returning to next month, as Halloween approaches.

Tuesday, September 3, 2024

Authentic Dungeon Masters Prefer ...

During the period between 1979 and 1982 when Grenadier Models held the license to produce official Advanced Dungeons & Dragons miniatures, the company ran lots of advertisements in the pages of Dragon magazine and elsewhere. Because they frequently made use of people dressed up in fantasy garb, I've always found them quite memorable (and silly – but in a good kind of way). Here's one I came across from issue #61 (May 1982) while preparing my earlier post from today.

Monday, August 12, 2024

A (Very) Partial Pictorial History of Troglodytes

Since last week we looked at lizard men, I thought it would make sense to examine troglodytes next, since they're both humanoid reptilian monsters. There are, of course, lots of differences between them, starting with their alignment – troglodytes are Chaotic Evil, while lizard men are Neutral – I can nevertheless easily imagine someone confusing the two. With that in mind, how did TSR era Dungeons & Dragons visually distinguish between them?

The earliest illustrations I can find of troglodytes come from the AD&D Monster Manual (1977), both by Dave Sutherland. Sutherland gives trogs a much shorter snout and a large crest on their heads. These are both features that can be found in most of the depictions that follow.

The second illustration from the Monster Manual gives us a better look at these monsters' legs, as well as their scaly skin. Both pieces of art hide the troglodyte's tail in shadow, but it is there, if you look carefully.
Sutherland provides two additional depictions of trogs on the front and back covers of the original 1978 release of the module Descent into the Depths of the Earth. Here's the front cover, which shows them as looking little different from those in the Monster Manual.
The back cover of the module is interesting, because it depicts not only a troglodyte, but also an exceptionally long-nosed troll and a bugbear.
A troglodyte next appears in the Tom Moldvay D&D Basic rulebook (1981), as drawn by Bill Willingham. Willingham's take on the monster is clearly inspired by Sutherland's, but with a few new elements. First, ridges or frills like the head crest also appear on both arms. Also, the monster's face looks a bit more fishy or amphibian, with large, blank eyes and a mouth that reminds me of a catfish's. 
In 1982, as part of the AD&D Monster Cards, we get Jeff Dee's nifty take on troglodytes. Once again, it's broadly consonant with Sutherland's original, but Dee's version has a slightly more dinosaur-like appearance. Coupled with the stone axe it's holding, Dee gives the trogs a kind of Lost World flavor that I really like.
The same year, we get Jeff Easley's version in the AD&D module The Lost Caverns of Tsojcanth. Though recognizable because of their head crests, these troglodytes look a bit fishy in appearance. Take note of their eyes and mouths, not to mention their scales, which strike me as more piscine than reptilian in appearance. 
1982 seems to have been a big year for troglodyte illustrations, because we get one by Jim Holloway in Against the Cult of the Reptile God. Though we don't get to see the entirety of the monster, what we do see suggests that it's closer to Sutherland than any of the other artists we've examined. It's also a return to a more clearly reptilian depiction, as you can see from its mouth and eyes.

In 1985, Citadel Miniatures released a troglodyte miniature that's also very reptilian in appearance. If you look carefully, you can see not only its crocodile-like scales but also its cranial ridges (which are smaller).

Two years later, in 1987, Ral Partha gained the AD&D miniatures license and released its own version of the troglodyte. Here's a trio of them, which, to my eyes anyway, don't look all that different than traditional depictions of lizard men. They do have the cranial ridges at least, though, like Citadel before them, they're much smaller than in previous depictions of them.
AD&D Second Edition's Monstrous Compendium (1989) saved the troglodyte for its second release (MC2), which suggests that TSR didn't see troglodytes as being as important as lizard men, who appeared earlier. True or not, we get this absolutely atrocious illustration of them (by Daniel Horne) that looks like an anthropomorphic horny toad with some serious dental problems. Yikes!
Then, in 1993, Tony DiTerlizzi provides this illustration for the Monstrous Manual. It's something of a break with previous versions. DiTerlizzi opts for a newt-like, amphibian appearance rather than a reptilian one.
Reviewing this sampling of troglodyte artwork from the TSR era of Dungeons & Dragons, I'm struck by two things. First, there is some degree of consistency in the depiction of these monsters, with most artists looking to Dave Sutherland's Monster Manual art as a foundation. Second, each post-Sutherland illustrator (with the possible exception of Holloway) put his own spin on the troglodytes by giving them some fish-like or amphibian characteristics. I can certainly understand why they might do this, since it's a good way to distinguish trogs from lizard men (and other reptile men) visually. At the same time, I think this variability contributes to rather than diminishes the conflation of troglodytes and lizard men, which likely explains why my vision of troglodytes is very close to that of Sutherland.

How about you? How do you view troglodytes?

Wednesday, August 7, 2024

A (Very) Partial Pictorial History of Lizard Men

Lizard men were introduced into Dungeons & Dragons in the pages of its first supplement, Greyhawk (1975). The first illustration of them appears on the inside cover of Supplement I, provided by Greg Bell. As we'll see, this image established the general outlines of what D&D's lizard men look like and nearly all of those that follow will use it as the foundation on which to build their own specific interpretations.

The next time we see a lizard man is the Monster Manual (1977), with artwork provided by Dave Trampier. There's a lot of similarity between Tramp's depiction and that of Bell above, like the tattered loincloth, spiny ridges on the head, and serpentine tongue. This is my default mental image of a lizard man, probably because it's the first one I ever saw. 


In the 1980 Rogues Gallery, Jeff Dee provided an illustration of a lizard man – or, rather, a human who was reincarnated as a lizard man by druidic magic. Aside from the additions of bracers and pirate boots, the latter of which are quite common in Dee's artwork, this looks pretty similar to the work of both Bell and Trampier. 
That same year, Grenadier Models acquired the AD&D miniatures license, producing numerous boxed sets of 25mm figures. One of these sets, Denizens of the Swamp, featured lizard men on its cover by Ray Rubin. The lead lizard man looks almost identical to Trampier's version from the Monster Manual. 
The Sinister Secret of Saltmarsh was published in 1981 and contains this piece by Harry Quinn. Once again, we can see the influence of both Bell and Trampier, though I'd say Trampier has the upper hand. Look, for example, at the skull necklaces the lizard men are wearing, as well as their shields.
The module's immediate sequel, Danger at Dunwater (1982), also features lizard man art, this time depicted by Timothy Truman. Truman's take on the monster is much more bestial and savage.
The same year, the AD&D Monster Cards appeared. Jim Roslof offereed us his take on the lizard man, which doesn't differ all that much from the one found in the Monster Manual. Note again the presence of the skull necklace.
The 1983 Dungeons & Dragons cartoon series featured lizard men several times during the course of its run. Here's a trio of them, one of which (again) wears a skull necklace.

Jim Holloway's depiction of lizardmen in the AD&D Second Edition Monstrous Compendium is notable for downsizing the head and back ridges while also extending them to the end of the tail. Holloway also shortened the snout and shrank the size of the mouth. 

Tony DiTerlizzi's interpretation of lizard men appeared in the 1993 Monstrous Manual. It's very distinctive in many ways, such as the legs. Interestingly, DiTerlizzi gave the lizard man a polearm that looks very similar to the one Greg Bell included in his original illustration. I wonder if this was intentional.
Lizard men are not monsters about which I think a great deal, so it was instructive to take a look at their depiction during the TSR era. While there are undoubtedly many I've not included here – feel free to post your favorites in the comments below – what strikes me most about the ones I have included is how similar they are. Greg Bell laid a foundation in 1975 that Dave Trampier then built upon; all subsequent artists have either directly copied or slightly altered their work. 

Monday, July 29, 2024

A (Very) Brief Pictorial History of Beholders

The creation of Terry Kuntz, brother of Rob Kuntz, the beholder first appeared in Supplement I to OD&D, Greyhawk in 1975. Since then, the eye tyrant (as it is sometimes known) has become a very strong contender for title of Most Iconic Monster of Dungeons & Dragons. It's also one of my favorite monsters in the game. The first illustration of a beholder appeared on the cover to Greyhawk and was drawn by Greg Bell. As you'll see from the artwork that follows, Bell's version of the beholder is quite distinctive, having a smooth body, a sleepy-looking central eye, and a comparatively small mouth.

Tom Wham, in the AD&D Monster Manual (1977), takes a slightly different tack. His beholder looks to be armor plated. Its central eye is large and bulbous, while its mouth is huge. This is the first version of the monster I ever saw, so it's my default image of it.
A couple of years later, in 1979, The Official Advanced Dungeons & Dragons Coloring Album was published by Troubador Press. The book contained this image of the beholder by Greg Irons. In general, I'd say it looks closer to Wham's illustration than Bell's.  

The next year, 1980, was when the first official AD&D miniatures appeared. Here's a beholder as painted by Ray Rubin, from the box art of the "Dwellers Below" set. Its appearance is quite close to that of Wham's illustration.
The actual beholder miniature from the set looks like this:
Issue #76 of Dragon (August 1983) includes the article, "The Ecology of the Beholder" by Ed Greenwood and Roger E. Moore. Accompanying it is this illustration of a beholder by Roger Raupp. Take note of its eye stalks, which looks a bit like the legs of a crab or spider.
A month later, in September 1983, the second episode of the Dungeons & Dragons cartoon series featured a beholder. Its eye stalks are snaky or wormy in appearance, while its mouth has the largest teeth of any version yet.
Citadel acquired the AD&D miniatures license in 1985 and produced a beholder figure. I don't know the precise year in which it was released. Though it's somewhat hard to tell from this image, the miniature looks pretty close to the Monster Manual depiction, right down to the plated body.
Also released in 1985 were the Dungeons & Dragons Master Rules, which included this picture of a beholder, as imagined by Jeff Easley. This illustration is interesting for its half-lidded appearance, something that's not really present in previous versions.

Toward the end of the 1e period, TSR released Waterdeep and the North (1987) for use with the Forgotten Realms setting. Its cover includes a beholder by Keith Parkinson. His version not only includes segmented eyestalks like Roger Raupp's but also upper and lower eye lids.
The cover to the Monstrous Compendium (1989) features a beholder by Jeff Easley. The armor plates are not present. Instead, the beholder appears to be very fleshy in appearance.
Meanwhile, the MC's interior gives us this illustration by Jim Holloway. The armor plates are back, as are the broad proportions of Wham's Monster Manual illustration (though the eye stalks look unique).
The Monstrous Manual (1993) gives us this very odd illustration by Tony DiTerlizzi, which may have the largest central eye-to-body proportions of any version of the beholder. 
I have intentionally excluded all the artwork of beholders found in the Spelljammer boxed sets and modules, both because there's so much of it and because it's intentionally varied in keeping with its idiosyncratic interpretation of beholders. Consequently, I'm not certain the extent to which they're at all representative of depictions of these monsters during the TSR era of D&D. On the other hand, it's quite possible these depictions were influential on those that followed in the '90s and into the 21st century. If anyone has any thoughts on this particular point, I'd be interested in hearing them.

As usual, I've no doubt left out a lot of illustrations, focusing primarily on those I either remembered clearly from my youth or those appearing in products to which I have ready access. If you feel like there are notable ones I've forgotten, I'd be interested in learning about those, too. 

Tuesday, July 23, 2024

Gamma World Figures

One of my biggest complaints about first edition Gamma World was that its rulebook included very few illustrations of its mutant creatures. Sure, there were verbal descriptions of most of them, but many of those descriptions were vague or equivocal, which made it difficult to describe them in the course of play. That's why I was so keen to see Grenadier's line of GW miniatures: I hoped they'd give me a better sense of what all these weird mutants looked like.
Unfortunately for me, I never saw most of the "over 150 figures plus accessories" promised in the advertisement above. I did find the large "Denizens" boxed set, which I happily purchased, partly because it had such evocative box art, featuring a trio of tribesmen facing off against a Yexil.
I don't know for certain, but I suspect the artist is Ray Rubin, who was one of the cofounders of Grenadier Models. He did a lot of box art for the company's miniatures, including those produced for its official AD&D line. This one looks similar, so it's probably his work.

As I said, I never saw most of the Grenadier Gamma World miniatures in the wild, so to speak. There is, however, a terrific website that includes photographs of most of them. When I first came across the site, I goggled at what I saw, because many of them are exactly the kind of thing I so wanted back in the day. Instead, I had to wait until the release of Gamma World's second edition in 1983 to see at last what all the game's mutant monsters actually looked like (lovingly drawn by Larry Elmore at, in my opinion, his best).

Monday, July 22, 2024

A (Very) Brief Pictorial History of Mind Flayers

The people have spoken, which means I shall continue this series for a while longer. In reviewing the suggestions offered by readers, one of the more popular ones was the mind flayer. Since this tentacled monstrosity is also my favorite Dungeons & Dragons monster, I thought it'd make sense to kick off the next round of these posts with a look at mind flayers (or illithids, as they were called in Descent into the Depths of the Earth). 

Though the mind flayer first appears in issue #1 of The Strategic Review (Spring 1975), the first illustration of it does not appear until a year later, in Supplement III, Eldritch Wizardry (1976), as drawn by Tracy Lesch. Despite how early it is, this is clearly recognizable as the monster of later depictions – a rare instance when someone other than Dave Sutherland laid the esthetic foundations upon which later artists would build.


Speaking of Dave Sutherland, here's his take on the mind flayer from the Monster Manual (1977). You can see that he was riffing off Lesch's original conception, right down to having four facial tentacles and a preference for high-collared robes of the sort favored by Ming the Merciless.

Like the kobold, the mind flayer gets two illustrations in the Monster Manual. However, this second illustration is not by Sutherland but rather by Tom Wham. Though humorous in tone, Wham's art shows a mind flayer that looks very close to its predecessors. He even includes the skull on the monster's belt. (Also of interest is that one of the illithid's victims is a halfling.)

The aforementioned Descent into the Depths of the Earth (1978) not only gives us the name illithid but also this terrific illustration (by an uncredited artist that I nevertheless think is Dave Trampier). Again, note the similarities to its predecessors.
1980 gave us several different illustrations of mind flayers, starting with this one from The Rogues Gallery by Erol Otus:
We get another, from Jeff Dee this time, in Expedition to the Barrier Peaks. It's one of my favorites of all time, probably because it's different. Rather than showing the illithid in a high-collared robe like every previous artist, Dee puts him in a sci-fi uniform, wielding technological devices – and it feel right. I can't be certain, but I suspect this illustration is the origin of the widely held notion that mind flayer are from another world (or even the future).
1980 also brought us the first mind flayer miniature from Grenadier Models. By most standards, it's pretty goofy looking, but you can see, if you look carefully, that it's heavily inspired by Sutherland's Monster Manual illustration. For example, the mini has similar sleeve decoration and he's wearing the same strange harness seen in the MM.
The next year, in 1981, AD&D modules D1 and D2 were combined together under a single cover, with the addition of some new art. One of those pieces of art appeared on the back cover of the module. Drawn by Bill Willingham, this is the first time we've seen a mind flayer in color.
In October 1983, in issue #78 of Dragon, Roger E. Moore's "The Ecology of the Mind Flayer" appeared, accompanied by a Roger Raupp illustration. What's notable about this illustration is that the illithid is not wearing a high-collared robe, but he is wearing that harness seen in previous illustration.
Citadel Miniatures briefly held the license for AD&D miniatures and produced several mind flayers in 1985, such as the one below. The high-collared robe returns once more.
By 1987, the license passed to Ral Partha. The company held the license for almost a decade and, during that time, they produced this mind flayer miniature:
I don't know precisely when this mini was produced, so, if anyone knows, please let me know in the comments. This is important for a reason that will become apparent shortly.

For the 1989 Second Edition Monstrous Compendium, we get an illustration from James Holloway. Though some of the details are different – notice the brain you can see inside the mind flayer's head – but it's still not far from what we've seen many times before, including the high-collared robe.
Finally, there's 1993's Monstrous Manual whose depiction was done by Tony DiTerlizzi.

The illustration looks just like the Ral Partha mini above – unless it's the other way around. That's why I'm curious about when the miniature was released. My suspicion is that the DiTerlizzi illustration came first, but I cannot prove it.

With that, we come to the end of my brief look at mind flayer artwork from the TSR era of Dungeons & Dragons. I know I've probably overlooked a lot of illithid illustrations from Second Edition, like the one on the cover of Spelljammer, but I've already presented enough, I think, to give a good sense of how these monsters were presented during the first two decades of D&D. However, if you can recall any illustrations of mind flayers you think are especially worthy of comment, let me know.