Illithid Savant
Paragon Ulitharid (Noble Illithid)
10th level Illithid Savant
Medium-size Aberration
HD: 11d8+10d4+231+252 (611 hp)
Init: +7 (Dex, Improved Initiative)
Speed: 90 ft
AC: 45 (+3 Dex, +8 natural, +12 insight, +12 luck)
Attacks: 6 tentacles +47 melee (reach)
Damage: Tentacle 1d4+30
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Psionics, mind blast, improved grab, extract, Improved
Unarmed Strike (Acquired), Stunning Attack (Acquired), Sneak Attack +5d6 (Acquired)
Special Qualities: Telepathy, SR 45, Recover, Lore 8/day, Overpowering
Aura (acquired), Alien Mind (acquired), Fire and Cold Resistance 10, DR 20/+6,
Fast Healing 20, Evasion (Acquired)
Saves: Fort +20 Ref +19 Will +31
Abilities: Str 31 Dex 31 Con 32 Int 37
Skills: Bluff +38, Concentration +41, Diplomacy +29, Hide +36, Intimidate
+43, Knowledge (Arcana) +39, Knowledge (Religion) +39, Listen +41, Move Silently
+36, Scry +33, Search +33, Sense Motive +31, Spot +41, Jump +35 (acquired),
Iaijutsu Focus +35 (Acquired)
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative,
Iron Will, Lightning Reflexes, Mobility, Extended Reach, Ability Focus (Mind
Blast), Ability Focus (Psionics), Spring Attack (Acquired), Quicken Mind
Blast, Quicken Domination, Quicken Teleport, Deflect Arrows
(Acquired), Power Attack (Acquired), Choke Hold (Acquired) (DC 32 Fort save,
or grappled characters are rendered unconscious after one round)
Climate: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)
Challenge Rating: 35
Treasure: Standard
Alignment: lawful evil
Advancement: By character class
Possessions: Rod of Rulership, Staff of Domination (epic) psionic tattoos of:
Invisibility x3, Ectoplasmic Cocoon
x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and
Brain Lock. Wears a Ring of Friendship and a thrall child wears
the matching ring.
Ulitharids are noble class of mind flayer, superior
to normal illithids, and Lugrixalliarint excels even beyond that. He enjoys
free reign over normal mind flayers and thrall creatures. Lugrixalliarint adores
the dominance tournaments, and participates in most of them, when his duties
permit. He is a hero to many illithids and ulitharids
because of his wins (he is treated as a champion NASCAR driver or champion boxer
would be treated in the modern world). Despite his wins, he is very humble
(which accords him even more accolades) and values the lessons taught by failures.
It is through failures that he intends to achieve perfection.
Lugrixalliarint is much taller and more physically powerful than normal mind
flayers, being 7 1/2 tall. Their slimy skin is the same as other illithids,
but darker. Lugrixalliarint has six tentacles instead of four, surrounding
a maw of jagged, saw-like teeth. He wears the same sort of robes as other mind
flayers. Although many ulitharids wear headdresses
to show their importance, Lugrixalliarint does not.
Ulitharids understand many different languages, but
prefer to communicate telepathically as their mouths are not meant for speech.
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 quickened attack is a cone 60 feet long.
Anyone caught in this cone must succeed at a Will save (DC 37) or be feebleminded
for 3d4 rounds. Lugrixalliarint often hunts using this power and then drags
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 (quickened), intrusive
sense link, levitate, probability travel, suggestion, tailor memory,
and teleport (quickened). These abilities are as the powers manifested
by a 25th-level psion. Save DC's are 1d20+2+ability modifier
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.
1993 Wizards of the Coast, Inc.
Originally found in Dungeon 22 (1993?), the Monstrous Compendium Annual One
(1994).