Ulitharid (Noble Illithid)
Rogue/Shadow Dancer
Medium-size Aberration
HD: 11d8+7d6+10d8+84 (202 hp)
Init: +7 (Dex, Improved Initiative)
Speed: 30 ft
AC: 20 (+3 Dex, +8 natural)
Base Attack Bonus: +19/+14/+9/+4
Attacks:6 tentacles +22 melee
Damage: Tentacle 1d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Psionics, mind blast, improved grab, extract, Sneak
Attack +4d6,
Special Qualities: Telepathy, SR 26, recover, Evasion, Uncanny Dodge
(Dex bonus to AC – can’t be flanked - +3 vs traps),
Hide in plain sight, Darkvision (60’), Shadow Illusion, Summon Shadow x3, Shadow
Jump (160’), Defensive Roll, Slippery Mind, Improved Evasion
Saves: Fort +6 Ref +6 Will +14
Abilities: Str 16 Dex 26*(+8) Con 17 Int 22 Wis 20 Cha 25
Skills: Appraise +6, Balance +16, Bluff +30, Climb +11, Concentration
+17, Decipher Script +14, Diplomacy +31, Disable Device +14, Disguise +15, Escape
Artist +16, Forgery +14, Gather Information +15, Hide +34, Intimidate +15, Intuit
Direction +5, Jump +21*, Knowledge (any two) +12, Listen +34, Move Silently
+34, Open Lock +16, Perform +5, Pick Pocket +8, Read Lips +6, Search +14, Sense
Motive +13, Spot +34, Tumble +16, Use Magic Device +7, Use Rope +8
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative,
Iron Will, Lightning Reflexes, Mobility, Weapon Finesse, Weapon Focus (Rapier),
Quickstrike (Free attack after successful sneak attack
at same attack bonus as sneak), Spring Attack, Quick Draw, Improved Critical
(Rapier)
Climate: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)`
Challenge Rating: 10
Treasure: Double standard
+5 Ghost Touch Shadow Bonded Rapier of Sonic Burst
+6 Gloves of Dexterity
Cloak of Displacement (Major)
Ring of Invisibility
Ring of Elemental Resistance, Major (Fire)
Boots of Striding and Springing
Amulet of Natural Armor +5
psionic tattoos of: Invisibility x3, Ectoplasmic
Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage]
and Brain Lock.
Alignment: Usually lawful evil
Advancement: By character class
Lugrimalinator is a member of the Elder Concord.
He is of the noble class of mind flayer, superior to normal illithids. The favored
child of the elder brain, he is given free reign over normal mind flayers and
thrall creatures. Ulitharids account for 1/25th of
the population of a mind flayer community. They spend twice as much time as
tadpoles, but they have twice the lifespan of normal mind flayers. Ulitharids
serve their communities as the elder brain's caretakers, as well as diplomats
and leaders for small groups of illithids. Lugrimalinator
is much taller and more physically powerful than normal mind flayers, being
7 1/2 tall. His slimy skin is the same as other illithids, but darker. He has
six tentacles instead of four, surrounding a maw of jagged, saw-like teeth.
He dresses in blacks and greys, and only speaks (telepathically)
in a whisper. He loves to duel with swords. He also works hard to bring to
fruition various plans to extinquish or darken the
sun. He is a mysterious sort, and prefers working from the shadows, behind
the scenes, and speaks very little to other illithids.
COMBAT
Ulitharids tend to fight in the same way as other
mind flayers. They take charge and act as leaders when in a mixed group with
normal illithids.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in
this cone must succeed at a Will save (DC 22) or be feebleminded for 3d4 rounds.
Ulitharids often hunt using this power and then drag
off one or two of their stunned victims to feed upon.
Psionics (Sp): At will - astral projection, body equilibrium, control
body, demoralize, detect thoughts, domination, intrusive sense link (taste
only), levitate, probability travel, suggestion,
tailor memory, and teleport. These abilities are as the powers manifested
by a 10th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind
blast/all.
Improved Grab (Ex): To use this ability, the ulitharid must hit a creature
of Small to Large size with a tentacle attack. If it gets a hold, it attaches
the tentacle to the opponent's head. A ulitharid can
grab a Huge or larger creature, but only if it can somehow reach the foe's head.
After a successful grab, the ulitharid can try to attach its remaining tentacles
with a single grapple check. The opponent can escape with a single successful
grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance
bonus for every tentacle that was attached at the beginning of the opponent's
turn.
Extract (Ex): A ulitharid that begins its turn
with at least three tentacles attached and successfully maintains its hold automatically
extracts the opponent's brain, instantly killing that creature.
Telepathy (Su): Ulitharids can communicate
telepathically with any creature within 100 feet that has a language.
Recover (Sp): A ulitharid can heal up to 25
points of damage done to it per day. It can recover some or all of these hit
points at once. This is a full-round action and requires concentration.
Sneak Attack: Any time the rogue's target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus or not), or when
the rogue flanks the target, the rogue's attack deals extra damage. The extra
damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter.
Should the rogue score a critical hit with a sneak attack, this extra damage
is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet.
The rogue can't strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack
that deals subdual damage instead of normal damage. The rogue cannot use a weapon
that deals normal damage to deal subdual damage in a sneak attack, not even
with the usual –4 penalty.
A rogue can only sneak attack a living creature with a discernible anatomy.
Any creature that is immune to critical hits is also not vulnerable to sneak
attacks. The rogue must be able to see the target well enough to pick out a
vital spot and must be able to reach a vital spot. The rogue cannot sneak attack
while striking a creature with concealment or striking the limbs of a creature
whose vitals are beyond reach.
Traps: Rogues (and only rogues) can use the Search skill to locate traps
when the task has a Difficulty Class higher than 20. Finding a nonmagical
trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap
has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.
A magic trap generally has a DC of 25 + the level of the spell used to create
it.
A rogue who beats a trap's DC by 10 or more with a Disable Device check can
generally study a trap, figure out how it works, and bypass it (with his party)
without disarming it.
Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect
that normally allows a character to attempt a Reflex saving throw for half damage,
the rogue takes no damage with a successful saving throw. Evasion can only be
used if the rogue is wearing light armor or no armor. It is an extraordinary
ability.
Uncanny Dodge: At 3rd level and above, she retains her Dexterity bonus
to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 6th level , the rogue can no longer be flanked.
Another rogue at least four levels higher can still flank.
At 11th level, the rogue gains a +1 bonus to Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses
rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed.
As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without
anything to actually hide behind. They cannot, however, hide in their own shadows.
Hide in plain sight is a supernatural ability.
Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that
normally allows her to attempt a Reflex saving throw for half damage (such as
a fireball), she takes no damage with a successful saving throw. The evasion
ability can only be used if the shadowdancer is wearing
light armor or no armor.
Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently
under the affect of a darkvision spell. This is a supernatural ability.
Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions
from surrounding shadows. This spell-like ability is identical to the arcane
spell silent image and may be employed once per day.
Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike
a normal shadow, this shadow’s alignment matches that of the shadowdancer.
The summoned shadow cannot be turned, rebuked, or commanded by any third party.
This shadow serves as a companion to the shadowdancer
and can communicate intelligibly with the shadowdancer.
Every third level gained by the shadowdancer allows
her to summon an additional shadow and adds +2 HD (and the requisite base attack
and base save bonus increases) to all her shadow companions.
If a shadow companion is destroyed, or the shadowdancer
chooses to dismiss it, the shadowdancer must attempt
a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the
loss by half, to 100 XP per prestige class level. The shadowdancer’s
experience can never go below 0 as the result of a shadow’s dismissal or destruction.
A destroyed or dismissed shadow companion cannot be replaced for a year and
a day.
Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as
if by means of a dimension door spell. The limitation is that the magical transport
must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in
this way, although this may be a single jump of 20 feet or two jumps of 10 feet
each. Every two levels thereafter, the distance a shadowdancer
can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160
feet at 10th level). This amount can be split among many jumps, but each one,
no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the
next day.)
Defensive Roll: Starting at 5th level, the shadowdancer
can roll with a potentially lethal blow to take less damage from it. Once
per day, when a shadowdancer would be reduced to 0
hit points or less by damage in combat (from a weapon or other blow, not a spell
or special ability), the shadowdancer can attempt
to roll with the damage. She makes a Reflex saving throw (DC = damage
dealt) and, if successful, takes only half damage from the blow. She must be
aware of the attack and able to react to it in order to execute her defensive
roll. If she is in a situation that would deny her any Dexterity bonus to AC,
she can’t attempt the defensive roll.
Slippery Mind: This extraordinary ability, gained at 7th level, represents
the shadowdancer’s ability to wriggle free from magical
effects that would otherwise control or compel her. If the shadowdancer
is affected by an enchantment and fails her saving throw, 1 round later she
can attempt her saving throw again. She only gets this one extra chance to succeed
at her saving throw. If it fails as well, the spell’s effects proceed normally.
Improved Evasion: This extraordinary ability, gained at 10th level, works
like evasion (see above). The shadowdancer takes no damage at all on successful saving throws
against attacks that allow a Reflex saving throw for half damage (breath weapon,
fireball, and so on). What’s more, she takes only half damage even if she fails
her saving throw, since the shadowdancer’s reflexes
allow her to get out of harm’s way with incredible speed.
Lugrimalinator’s Shadow Companions
Shadow
Medium-Size Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 40 ft. (good)
AC: 13 (+2 Dex, +1 deflection)
Base Attack Bonus: +4
Attacks: Incorporeal touch +4 melee
Damage: Incorporeal touch 1d6 temporary Strength
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Strength damage, create spawn
Special Qualities: Undead, incorporeal, Immune to Turning
Saves: Fort +1, Ref +3, Will +4
Abilities: Str -, Dex 14, Con -, Int 6, Wis_12, Cha 13
Skills: Hide +8, Intuit Direction +5, Listen +7, Spot_+7
Feat: Dodge, Mobility
Climate/Terrain: Any land and underground
Challenge Rating: 5
Treasure: None
Alignment: Lawful evil
Combat
Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary Strength
damage to a living foe. A creature reduced to Strength 0 by a shadow dies.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a
shadow under the control of its killer within 1d4 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning,
and disease. Not subject to critical hits, subdual damage, ability damage, energy
drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better
magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal
source. Can pass through solid objects at will, and own attacks pass through
armor. Always moves silently.