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.