Althid, Aedileator Judge, Awaiter Creed

Illithid Psion (Seer)
Medium-Size Aberration
6th Level

Hit Dice: 8d8+6d4+14 (65 Hit Points)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 20 (+3 Dex, +3 Natural, +4 armor)
Attacks: 4 tentacles +13 melee
Damage: Tentacle 1d4
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy, Psicrystal (Observant) empty mind, id insinuation, mind thrust, thought shield, tower of iron will, mental barrier, intellect fortress
Saves: Fort +5, Ref +6, Will +15
Abilities: Str 10, Dex 17, Con 12, Int 20, Wis 22, Cha 20
Skills: Bluff +6, Concentration +20, Hide +11, Intimidate +11, Knowledge (Law) +10, Knowledge (History) +10, Listen +11, Move Silently +11, Spot +13, Psi-craft +13, Remote View +10, Gather Information +15
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Inertial Armor, Inner Strength, Talented

Climate/Terrain: Xallistemious
Challenge Rating
: 14
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Psionic Tattoo (body adjustment), Power Stone (see invisibility), Cloak of Resistance +1, dorje of recall pain

Althid is an elected official of the illithid community of Xallistemious, and works as an arbitrator of inter-illithid disputes.  Although not a member of the Elder Concord, he reports to them directly.  He has the authority to draw excess thralls from the thrall pool to accomplish his tasks.  He is missing the index finger of his left hand; it was cut off during a thrall rebellion thirteen years ago.  He is particularly knowledgeable about illithid law. He favors cohesive planning as opposed to rapid schemes.  He patiently calculates every possible factor before putting a plan in motion. Althid has strong opinions on politics, morals, and culture, and loves to debate on these topics.

Mind Blast (Sp): This attack is 60 feet long.  Anyone caught in this cone must succeed at a Will save (DC 20) 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 12+ spell level)

Power Points: 24
Powers: 5/3/3/1
0 level – Talons, Trinket, Detect Psionics, Inkling, Burst
1st level – Object Reading, Identify, Know Location
2nd level – Augury, Clairaudience/ Clairvoyance, Invisibility
3rd level – Remote Viewing

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.