Alordell, Skull Collector, Dark Hunter of
Those Who Stand Against the Illithids
Illithid Ranger / Skull Collector
Medium-Size Aberration
12th level Ranger / 10th level Skull Collector
Hit Dice: 20d8+10d10+30 (175 Hit Points)
Initiative: +15 (+7 Dex, +8 Superior Initiative)
Speed: 30 ft
AC: 30 (+7 Dex, +7 Natural, +6 Armor)
Attacks: 4 tentacles +28 melee (reach!) or Composite Longbow +29/+24/+19
ranged or Extractor Shuriken +29/+24/+19 ranged or Extractor Globe +29 ranged
Damage: Tentacle 2d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Spells,
Worm spit
Special Qualities: SR 25, Telepathy, 6 Favored Enemies, Wild Empathy,
Combat Style (Archery), Endurance, Improved Combat Ability (Archery), Woodland
Stride, Swift Tracker, Evasion, Combat Style Mastery (Archery), Intimidating
Collection, Collector's Prestige +3, Dark Power +3
Saves: Fort +16, Ref +17, Will +18
Abilities: Str 16, Dex 24, Con 12, Int 19, Wis 17, Cha 16
Skills: Bluff +8, Balance +17, Climb +23, Concentration +24, Gather Information
+13, Hide +33 (+43 while wearing cloak of the bat), Intimidate +15, Jump
+13, Knowledge (Dungeoneering) +21, Knowledge (Geography) +21, Listen +32, Move
Silently +34, Spot +32, Survival +16
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon
Finesse (tentacle), Track, Point Blank Shot, Precise Shot, Far Shot, Improved
Natural Psionics, Taste for Knowledge, Extended Reach, Improved Levitation,
Superior Initiative, Rapid Shot, Weapon Focus (Composite Longbow), Swarm of
Arrows
Climate/Terrain: Any Underground
Challenge Rating: 30
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: by Character class
Possessions: 50 +2 Mindseeker Arrows (+ target's
Int modifier as circumstance modifier to hit), Mighty Composite Longbow (Str
18), Strongarm Carapace (Symbiont) (Dragon 308,
56), Tentacle Net (Dragon 308, 54), 3 Extractor Globes, 6 Extractor Shuriken,
Tentacle Hooks, Varashan Worm Pod, Slime Pot, Skull
of Fear (radiates a 10' aura of fear, will DC 14 to negate), Mask of the Skull,
Periapt of Health, Bracers of Armor +6, Cloak of the Bat.
Alordell is an unusual mind flayer. Born chaotic instead of lawful, he could
barely abide illithid law and constantly strove to thwart it. However, he also
did not like living away from other mind flayers. Regardless, he was driven
out of his community and forced to make his way alone. He strove and fought,
and learned the ways of the underworld. Taking his cue from legends of ancient
skull collectors, he took up the practice. He returned with a collection of
grisly relics from impressive kills, and was welcomed back into his community.
He still lives on the outskirts of the community, looked upon with fear by the
others, for he still has no respect for laws or the sheep that follow them.
Extremely Dexterous, he lacked strength. One night
he snuck into his old community and stole a strongarm
carapace symbiont. This enhanced his strength. His body now looked like
steel. He also wears a dark brown cloak of the bat, and the skulls of
his enemies hang around his body. His quarters are built from the skulls of
prior enemies. He often invites illithid or thrall artists to draw or sculpt
him, often posed on his throne of skulls. He has two female thralls (one human,
one drow) that he has trained as spies to help him destroy his enemies.
In combat, Alordell uses his improved levitation to make five foot steps
over his enemies' heads, and often uses a full attack action to shoot an arrow
at every enemy within 30' of him at his full attack bonus (swarm of arrows epic
feat). He can stretch his tentacles (giving him 10' reach), allowing him to
attack from above, dragging the victim up by her head to kill her. He can also
spit a worm up to 30' away, hitting a target with a successful ranged touch
attack. If the worm hits a living creature, it burrows into the creature's
body and into its vital organs. The target must succeed at a Fort save DC 18
or die 1d4 rounds after the worm strikes. Even a target that saves must take
2d6 points of damage for 1d4 rounds (see BoVD, 117).
He often uses green slime to trap his quarries.
Mind Blast (Sp): This attack is 60 feet long. Anyone caught in this cone
must succeed at a Will save (DC 18, or DC 21 if a favored enemy) 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 10th level sorcerer (Save DC 14+ spell
level, or DC 17+ spell level if a favored enemy)
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 .
He can add his favored enemy bonus to grapple attempts using his tentacles when
fighting his favored enemies.
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.
Favored Enemy (Ex): Alordell has chosen Humans, Elves, Dwarves, Magical
Beasts, Outsider (Devil), and Shapechangers as his favored enemies. He can add his favored
enemy bonus to grapple attempts using his tentacles when fighting his favored
enemies.
Intimidating Collection (Ex): As long as Alordell is visibly displaying
or wearing a skull of the race of a target of an intimidation skill check, Alordell
gains a morale bonus on the check equal to his favored enemy bonus against that
target.
Collector's Prestige (Ex): The collection of skulls and grisly trophies
that the skull collector bears with him afford him a grudging respect and fear
from other mind flayers. He gains a +3 circumstance bonus on all social rolls
with mind flayers, including but not limited to Bluff, Diplomacy, and Intimidate
checks.
Dark Power (Su): Having eaten enough brains of his enemies, the skull
collector learns the inner workings of their brains. All psionic attack modes
and mind-affecting attacks become more difficult for his favored enemies to
defend against. He gains a +3 bonus to all DC's for powers used against his
favored enemies.
Ranger Spells: