Absterbossksine, Elder, Gatherer Creed

Paragon Ulitharid (Noble Illithid)


Medium-size Aberration
HD:
11d8+110 plus 132 (330 hp)
Init: +7 (Dex, Improved Initiative)
Speed: 90 ft
AC: 42 (+10 Dex, +8 natural, +12 insight, +12 luck)
Attacks:6 tentacles +42 melee
Damage: Tentacle 1d4+23
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Psionics, mind blast, improved grab, extract, worms
Special Qualities: Telepathy, SR 35, recover, fast heal 20, see invisibility 3/day, greater dispelling 3/day, haste 3/day, Fire and cold resistance 10, DR 20/+6
Saves: Fort +28 Ref +28 Will +36
Abilities: Str 31 Dex 31 Con 32 Int 37 Wis 35 Cha 40
Skills: Bluff +27, Concentration +31, Diplomacy +28, Hide +26, Intimidate +32, Knowledge (Arcana) +39, Knowledge (Religion) +39, Listen +31, Move Silently +28, Spot +31, Hide +25
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Extended Reach


Climate: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)`
Challenge Rating: 25
Treasure: Double standard
            Ring of Spell Turning; Master Ring; Pain Extractor (page 115, BoVD), Gem of Psychic Poison (page 115, BoVD), Vasharan Worm Pod, Staff of Corruption (worms crawl on the outside of it, smeared with the Oil of the Lamia) (page 114, BoVD) [Often uses the Wither Limb power (dc 21)]; Gate Key; Major Circlet of Blasting (searing light for 40 points of damage); Cloak of Resistance +5; Robe of Blending, Slippers of Spider Climbing, Darkskull (unhallow effect); psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock.
Alignment: Usually lawful evil
Advancement: By character class

Ulitharids are noble class of mind flayer, superior to normal illithids. They are the favored children of the elder brain and are given free reign over normal mind flayers and thrall creatures. Ulitharids account for 1/25th of the population of a mind flayer community. They spend twice as much time as tadpoles, but they have twice the lifespan of normal mind flayers. Ulitharids serve their communities as the elder brain's caretakers, as well as diplomats and leaders for small groups of illithids.

Ulitharids understand many different languages, but prefer to communicate telepathically as their mouths are not meant for speech.

Absterbosskine is a member of the Elder Concord of Xallistemious.  He is much taller and more physically powerful than normal mind flayers, being 7 1/2 tall. His slimy skin is the same as other illithids, but darker. This noble illithid has six tentacles instead of four, surrounding a maw of jagged, saw-like teeth. He wears the same sort of robes as other mind flayers, but also wears high-crowned headdresses to accentuate his importance.  He serves as the Elder Brain's caretaker and works to foster cooperation between different illithid communities. He believes that disparate communities splinter illithid power in every area.  He interacts well with other illithids, and often convinces several communities to work together.  He is almost always a part of any Grand Elder Concord that is gathered on Inzeladun

COMBAT
Ulitharids tend to fight in the same way as other mind flayers. They take charge and act as leaders when in a mixed group with normal illithids.

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 37) or be feebleminded for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Psionics (Sp): At will - astral projection, body equilibrium, control body, demoralize, detect thoughts, domination, intrusive sense link (taste only), levitate, probability travel, suggestion, tailor memory, and teleport. These abilities are as the powers manifested by a 25th-level psion. Save DC's = d20 + power level + modifier + 13 insight
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

Improved Grab (Ex): To use this ability, the ulitharid must hit a creature of Small to Large size with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head. Gains a +13 to the grapple check.
            After a successful grab, the ulitharid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): A ulitharid that begins its turn with at least three tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

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

Recover (Sp): A ulitharid can heal up to 25 points of damage done to it per day. It can recover some or all of these hit points at once. This is a full-round action and requires concentration.

Worms (Ex): Can spit worms up to 30 feet away as a ranged touch attack.  It burrows into the target's body (Fort DC 18 or Die).  Target, if it succeeds at the save, takes 2d6 points of damage for 1d4 rounds, after which the worm dies.
 
1993 Wizards of the Coast, Inc.
Originally found in Dungeon 22 (1993?), the Monstrous Compendium Annual One (1994).