Absterator, High Priest of the Esoteric Order of Ilsensine
Illithid Psion
Medium-Size Aberration
20th Level
Hit Dice: 8d8 +20d6 + 28 (134 Hit Points)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 16 (+3 Dex, +3 Natural)
Attacks: 4 tentacles +18 melee
Crossbow +15/+10 ranged
Damage: Tentacle 1d4+1
Crossbow 1d8
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics (223 power points), Improved Grab,
Extract
Special Qualities: SR 25, Telepathy
Saves: Fort +9, Ref +11, Will +21
Abilities: Str 12, Dex 14 (16), Con 12, Int 19, Wis 17, Cha 22
Skills: Bluff +29, Disguise +10 (+12 acting), Intimidate +29, Knowledge (Arcana) +27, Knowledge
(Religion) +27, Listen +10, Move Silently +26, Spot +23, Psi-craft +23, Concentration
+24, Sense Motive +33, Diplomacy +28
Feats: Alertness, Combat Manifestation, Improved Initiative, Weapon
Finesse (tentacle), Inertial Armor, Inner Strength, Talented, Trigger Power
(lesser domination), Craft Dorje, Power Penetration
Climate/Terrain: Lamapacher (Alisander)
Challenge Rating: 28
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Masterwork Light Crossbow,
10 masterwork bolts, Powerstone (thrall), Powerstone
(astral construct VIII), Powerstone (mind seed), Psionic
Tattoo (Body Adjustment), Third Eye (Negate), Cloak of Displacement, Gloves
of Dexterity +2, Amulet of Catapsi
Absterator has set himself up as a religious cult leader in Alisander, and currently
has created a lot of political power for himself and his following. Absterator
has heard that Alisander is a haven of sorts for psions. The psions that join
the Esoteric Order of Ilsensine are carefully dominated and monitored, but allowed
to expand and explore the talents they possess, turning them into illithidkin
(Dragon 296, page 49). His illithidkin are his eyes
and ears, kidnapping people off the streets to be used as food and slaves by
Absterator and his fellow mind flayers.
Absterator does not belong to any of the Creeds, although he is sympathetic
toward the Nourishers and the Venerators. Absterator
believes that only through the domination of others can it actualize its inner
desires, needs, and future goals. Absterator believed he could do this better
on the surface than amongst his people.
Absterator does not act alone, however. He is part of a cult, and shares
power with another illithid over a small group of illithids who operate in the
Alisander area.
Mind Blast (Sp):
This attack is 60 feet long. Anyone
caught in this cone must succeed at a Will save (DC 30) or be stunned for 3d4
rounds. This is the equivalent of a
4th level spell. The save
DC is charisma based (DC 10 + 1/2 hit dice + Cha modifier)
Psionics (Sp): At Will – charm
monster (DC 20),
detect thoughts (DC 18),
levitate, plane shift, and suggestion
(DC 19).
These abilities are as the spells cast by an 8th level
sorcerer (Save DC 10 + spell level + Cha bonus)
Improved Grab (Ex): To use this
ability, the mind flayer must hit a small to large critter with its tentacle
attack. It can then attempt to start
a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and attaches the
tentacle to the opponent's head. If
a mind flayer begins its turn with at least one tentacle attached, it can try to
attach its remaining tentacles with a single grapple check.
The opponent can escape with a single successful grabble check or an
Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every
tentacle that was attached at the beginning of the opponent's turn.
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.
Psionics:
Combat Modes: Mind Blast (Cha, +6, 9 pts), Ego Whip (Dex, +3, 3 pts),
Id Insinuation (Str, +1, 3 pts), Mind Thrust (Int,
+4, 1 pt), Psychic Crush (
Powers Discovered: 8/5/5/5/5/4/4/3/3/2
0 - Detect Psionics, Inkling, Daze, Missive, Telempathic
Projection, Burst, Bolt, Catfall
1 – Attraction, Lesser Mindlink, Sense Link, Empathy, Charm Person
2 – Inflict Pain, Brain Lock, Aversion, Ectoplasmic Cocoon, Invisibility
3 – Fate Link, Mindlink, Crisis of Breath, Lesser Domination, Nondetection
4 – Tailor Memory, Mindwipe, Domination, Inertial Barrier (DR 10/+5), Fatal Attraction
5 – Greater Domination, Mind Probe, Baleful Teleport (9d6 damage),
Teleport
6 – Mind Switch, Mass Suggestion, Trace Teleport, Remote View Trap
(remote viewers take 4d4 damage)
7 – Mass Domination, True Concussion (13d6 damage), Mass Cocoon
8 – Mind Seed, Recall Death, Dream Travel
9 – Thrall, Microcosm