Abstermious, Grand Elder, Possessor Creed

Illithid Expert
Medium-Size Aberration
20th Level

Hit Dice: 8d8+20d6+28 (134 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural)
Attacks: 4 tentacles +23 melee Reach!
Damage: Tentacle 1d4+1 (19-20 crit)
Face/Reach: 5 ft by 5 ft/10ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy
Saves: Fort +9, Ref +10, Will +23
Abilities: Str 12, Dex 14, Con 12, Int 24, Wis 17, Cha 17
Skills: Appraise +30, Forgery +27, Gather Information +23, Sense Motive +23, Bluff +28, Concentration +12, Hide +28, Intimidate +30, Knowledge (Arcana) +29, Knowledge (Law) +32, Listen +30, Move Silently +27, Search +27, Spot +30, Profession (Accountant) +40, Decipher Script +27
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Skill Focus (profession), Skill Focus (appraise), Skill Focus (Knowledge(law)), Epic Skill Focus (profession), Iron Will, Improved Critical (tentacle), Extended Reach

Climate/Terrain: Xallistemious
Challenge Rating
: 27
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: by Character class

Possessions: Extreme amount of wealth.  Rod of Splendor. psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock.

Abstermious is in charge of the community's finances and is a member of Xallistemious' Elder Concord.  He has the power to set community financial goals and is the primary authority over the community Quastors.  Taller and gaunter than most mind flayers, Abstermious fiddles and fidgets constantly, and wears a ring on every finger and on each tentacle.  He is very skilled at ferreting out information through research or through his interactions with others, and he remembers everything.   He holds that wealth is the single most important element in achieving utter dominance, for great wealth equates to great power.   He is very dry in his dealings with those outside of his profession, but can be very jovial when around those who share his profession.  He knows every secret there is to know about the community of Xallistemious and its occupants.

Combat

Mind Blast (Sp): This attack is 60 feet long.  Anyone caught in this cone must succeed at a Will save (DC 17) 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.