Illitor, Aedileator, Thrall Breeder, Nourisher
Creed
Illithid Expert
Medium-Size Aberration
8th Level
Hit Dice: 8d8+8d6+16 (108 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural)
Attacks: 4 tentacles +14 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 +5, Ref +6, Will +15
Abilities: Str 12, Dex 14, Con 12, Int 21, Wis 17, Cha 17
Skills: Bluff +16, Concentration +12, Hide +18, Intimidate +18, Knowledge
(Thrall Sexuality) +17, Knowledge (Genetics) +17, Listen +10, Move Silently
+15, Profession (Breeder) +13, Spot +18
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon
Finesse (tentacle), Skill Focus (profession), Skill Focus (Hide)
Climate/Terrain: Xallistemious
Challenge Rating: 15
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Rack of Irresistible Torture (+10 to intimidate checks),
Master Ring, Iron Maiden of Preservation.
Illitor is the thrall breeder of Xallistemious, an illithid community. He was
elected to the position by the Elder Concord, and is an aedileator. He has the
authority to draw excess thralls from the general thrall population to meet
his needs. He is in charge of the illithid breeding program, and chooses the
best thralls to be made into illithids or half-illithids. He prefers to dress
in red and gold clothing, and snorts when he laughs.
In addition to his knowledge and understanding of thrall sexuality, he is also
an expert torturer, and, at one time, was the Aedileator of Inquisitions. He
still uses torture to enforce his breeding schemes and to force thrall participation.
He believes Xallistemious' thrall population is its most precious resource,
and he treasures his thralls above all else. He speaks in blatantly patronizing
tones, and intimidates even other illithids.
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.