Absterarint, Quastor, Financer, Possessor Creed

Illithid Expert
Medium-Size Aberration
10th Level

Hit Dice: 8d8+10d6+18 (118 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural)
Attacks: 4 tentacles +15 melee
Damage: Tentacle 1d4+1 
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy
Saves: Fort +6, Ref +7, Will +16
Abilities: Str 12, Dex 14, Con 12, Int 21, Wis 17, Cha 17
Skills: Appraise +26, Forgery +23, Gather Information +22, Sense Motive +29, Bluff +29, Concentration +10, Hide +26, Intimidate +28, Knowledge (Arcana) +27, Knowledge (Law) +28, Listen +28, Move Silently +25, Search +24, Spot +28, Profession (Accountant) +26, Decipher Script +24
Feats: Alertness, Combat Casting, Improved Initiative, Weapon Finesse (tentacle), Skill Focus (profession), Skill Focus (appraise), Skill Focus (Knowledge (law))

Climate/Terrain: Xallistemious
Challenge Rating
: 17
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Extreme amount of wealth. 

Absterarint is an elected official from the Elder Concord and is responsible for the community's financial management.  He is short for an illithid, and squints a lot. He is knowledgeable about illithid law and is skilled at rooting out misappropriations of community funds. For him, wealth is the ultimate power and a constant concern for him.  He always flourishes his cape before introducing himself, and is probably one of the friendliest mind flayers in existence.  Evil and twisted, yes, but still he manages to be friendly about it.

Mind Blast (Sp):
This attack is 60 feet long.  Anyone caught in this cone must succeed at a Will save (DC 22) or be stunned for 3d4 rounds.

Psionics (Sp): At Will – Astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion.  These abilities are as the spells cast by an 8th level sorcerer (Save DC 13+ spell level)

Improved Grab (Ex): To use this ability, the mind flayer must hit a small to large critter with its tentacle attack.  If it gets a hold, it attaches the tentacle to the opponent's head.  After a successful grab, it can try to attach its remaining tentacles with a single grapple check .

Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing the creature.

Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.