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
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.
1993 Wizards of the Coast, Inc.
Originally found in Dungeon 22 (1993?), the Monstrous Compendium Annual One
(1994).