Ilsenhionsine, Vigileator of Intelligence, Defender of Dreams

Illithid Cleric/Oneiromancer
Medium-Size Aberration
10th/10th Level

Hit Dice: 18d8+10d4+28 (134 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 29 (+2 Dex, +3 Natural, +2 luck, +7 armor, +3 deflection, +2 shield)
Attacks: 4 tentacles +21 melee
Damage: Tentacle 1d4+1
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Divine Spells
Special Qualities: SR 25, Telepathy, Stabilize Spellcasting, Deep Sleep, Nocturnal Armsmaster, Additional Dream Points (25), Dreamreader, Reinforced Self-Image, Stream of Consciousness, Unlimited Potential, Rebuke Undead 6/day
Saves: Fort +19, Ref +16, Will +29
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 22, Cha 17
Skills: Bluff +8, Concentration +32, Hide +8, Intimidate +10, Knowledge (Dreams) +29, Knowledge (Arcana) +29, Listen +10, Move Silently +7, Profession (Dream Interpreter) +26, Sense Motive +26, Spot +10, Lucid Dreaming +36
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Skill Focus (Lucid Dreaming),  Iron Will, Great Fortitude, Lightning Reflexes, Spell Penetration, Weapon Focus (tentacle), Sacred Spell

Climate/Terrain: Xallistemious
Challenge Rating
: 28
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Psionic Tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock]; Fetters of the Imagination (Occult Lore, page 123); Boots of Nocturnal Wandering (Occult Lore, page 123), Transient Rod of Rulership; Transient Staff of Power; Bracers of Armor +7, Ring of Protection +3, Force Shield Ring, Cloak of Resistance +4; psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock

Ilsenhionsine is an officer chosen by the Elder Concord to direct the intelligence branch of security in Xallistemious.  He does not belong to a Creed any longer, but he used to belong to the Influencers.  He enjoys visiting thrall dreams and mines those dreams for information.  He has found that he enjoys riding horses, but has so far only been able to do so in the dreams of others (he uses his Lucid Dreaming skill to give himself ranks in Ride).  He repeatedly shifts weight from one foot to the other and doesn't like to stand still for long. He is very skilled at dream interpretation, and is often called upon to do such for the members of the Elder Concord.  He believes the unearthing of secrets is the most important thing; riches, psionic might, and military strength are nothing in the absence of exact information about a specific goal.  He tends to be suspicious of the motives of others, and makes many of the community's members uncomfortable.  Through constant dream interpretation, he knows the secrets of most of the Elder Concord and the other officials of Xallistemious.

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.

Dream Points: 196.  Can use any number of points per round.

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.

Spells:

0 level (DC 16): Create Water, Detect Magic, Guidance, Detect Poison, Read Magic, Resistance

1st level (DC 17): Bane, Bless, Invisibility to Undead, Doom, Detect Undead, Divine Favor (+6 attack and damage bonus), Sanctuary, (Sleep of the Just)

2nd level (DC 18): Enthrall, Augury, Consecrate, Darkness, Remove Paralysis, Shield Other, Cure Moderate Wounds (26 hp), (Sleep)

3rd level (DC 19): Deeper Darkness, Dispel Magic, Obscure Object, Negative Energy Protection, Cure Serious Wounds (39 hp), Searing Light (10d8 to undead) (Dreamwalking)

4th level (DC 20): Dismissal, Cure Critical Wounds x2 (52 hp), Divination, Inflict Critical Wounds (4d8+20 touch attack), Dimensional Anchor (Oneiric Bolt)

5th level (DC 21): Commune, Raise Dead, Slay Living (touch attack), Scrying, Flame Strike (20d6) (Circle of Dreams)

6th level (DC 22): Sacred Oneiric Bolt (1/2 damage is divine), Geas/Quest, Greater Dispelling, Heal, Harm (Dream)

7th level (DC 23): Destruction x2, Greater Scrying, Sacred Flame Strike (1/2 damage is divine) (Nocturnal Stability)

8th level (DC 24): Nightmare x4, Greater Planar Ally

9th level (DC 25): Gate, Implosion (kills one creature per round), Miracle x2, (Dream Mastery)