Lugrimalinator, Master of Shadows, Elder, Darkener Creed

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.