Illiabsterthid, Quastor, Controller, Possessor Creed
Illithid Expert
Medium-Size Aberration
12th Level
Hit Dice: 8d8+12d6+28 (134 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural)
Attacks: 4 tentacles +17 melee
Damage: Tentacle 1d4+1
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy
Saves: Fort +7, Ref +8, Will +19
Abilities: Str 12, Dex 14, Con 12, Int 22, Wis 17, Cha 17
Skills: Appraise +28, Forgery +25, Gather Information +23, Sense Motive
+23, Bluff +28, Concentration +12, Hide +28, Intimidate +30, Knowledge (Arcana)
+29, Knowledge (Law) +30, Listen +30, Move Silently +27, Search +26, Spot +30,
Profession (Accountant) +28, Decipher Script +26
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon
Finesse (tentacle), Skill Focus (profession), Skill Focus (appraise), Skill
Focus (Knowledge(law)), Iron Will
Climate/Terrain: Xallistemious
Challenge Rating: 19
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: by Character class
Possessions: Extreme amount of wealth.
Illiabsterthid is an elected official, elected by the Elder Concord. As the
Controller of the community, he is in charge of all the accountants. He answers
primarily to Abstermious the Elder. He taps his fingers impatiently most of
the time, and has a large purple birthmark on his bulbous head. He is a very
skilled accountant, and knows the law better than most illithid aedileators. He sponsors groups of illithid merchants that
venture forth into the underground worlds to engage thrall races in trade, for
wealth is the single most important element in his life. He tends to use flowery
speech and long words when he speaks with others. He has useful information
about illithid trade activities and in other underground races.
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.