Ilsentor, Aedileator Thrall Pool Administrator, Nourisher Creed
Illithid Psion (Telepath)
Medium-Size Aberration
6th Level
Hit Dice: 8d8+6d4+28 (79 Hit Points)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 21 (+4 Dex, +3 Natural, +4 armor)
Attacks: 4 tentacles +14 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 (Sympathetic), empty
mind, id insinuation, mind thrust, thought shield, tower of iron will, mental
barrier, intellect fortress
Saves: Fort +7, Ref +9, Will +16
Abilities: Str 10, Dex 18, Con 15, Int 18, Wis 18, Cha 22
Skills: Bluff +6, Concentration +18, Hide +11, Intimidate +11, Knowledge
(Arcana) +10, Knowledge (Humanoids) +10, Listen +11, Move Silently +11, Spot
+13, Psicraft +10, Sense Motive +11, Diplomacy +12
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 (brain
lock), Cloak of Resistance +1, dorje of inflict
pain
Ilsentor is an elected official in charge of administrating
and managing the community's general thrall pool. Ilsentor
is tall for an illithid, and has a large tattoo of a dragon on the top of his
head. He is very knowledgeable about humanoids, and uses his diplomatic skills
to push himself ahead. His goal is to become a member of the Elder Concord,
and he is very skilled at motivation and delegation. He is one of the most
popular of the community's aedileators. He does not
take the thralls for granted; indeed, he sees them as vital to ultimate illithid
success. He is diplomatic and reserved in his relations with others, and knows
a lot about the surface world from his interactions with the thralls under his
management.
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 – Charm person, Disable, Conceal Thoughts
2nd level – Intrusive sense link, Aversion, Invisibility
3rd level – Fate Link
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.