Maanzelugrimious the Hell Blade, Tamer Creed

Illithid Rogue/Hellblade
Medium-Size Aberration
10th level Rogue / 10th level Hellblade

Hit Dice: 8d8+20d6+28 (134 Hit Points)
Initiative: +14 (+6 Dex, +8 Superior Initiative)
Speed: 30 ft
AC: 30 (+6 Dex, +5 Natural, +5 Deflection, +4 Armor)
Attacks: 4 tentacles +24 melee or +4 keen evil outsider bane rapier +29/+24/+19 (+31/+26/+21 to evil outsiders) melee
Damage: Tentacle 1d4+1 or rapier 1d6+7 (1d6+9+2d6 to evil outsiders) [12-20 threat range]
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Sneak Attack +11d6
Special Qualities: SR 25, Telepathy, Evasion, Uncanny Dodge, Improved Evasion, Detect Illusions, Hellblade, Immunity to Fear and Charm
Saves: Fort +10, Ref +25, Will +17
Abilities: Str 12, Dex 23, Con 12, Int 21, Wis 19, Cha 21
Skills: Balance +28, Bluff +49, Concentration +22, Gather Information +15, Hide +42, Intimidate +34, Knowledge (the Planes) +20, Knowledge (Arcana) +10, Listen +31 (+41 vs. Invisible), Move Silently +41, Spot +31 (+41 vs. Invisible), Sense Motive +24, Tumble +36, Use Magic Device +15
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Lightning Reflexes,  Skill Focus (Bluff), Superior Initiative, Weapon Finesse (Rapier), Epic Skill Focus (Bluff), Improved Sneak Attack, Epic Reflexes
Virtual Feats: Hellblade (Weapon Focus-rapier), Hellblade (Weapon Specialization-rapier), Hellblade (Improved Critical-rapier), Hellblade (Whirlwind Attack-rapier)

Climate/Terrain: Any Underground
Challenge Rating
: 28
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Flesh Meld Armor, +4 keen evil outsider bane rapier, +5 ring of protection, +2 shadow leather armor of silent moves

Maanzelugrimious is a Hellblade. When direct force isn't appropriate and magic or psionics ineffective, the mind flayers turn to the Hellblades.  Acting as an assassin, spy, messenger, and thief, Maanzelugrimious  provides a vital service in the war against Hell. Maanzelugrimious believes that the ability to bluff means death to his enemies.  It constantly feints and bluffs to gain the benefits of its sneak attack.  It intends to become an assassin in the future. It has spied on Larbius for years, and knows much about his plots, lair, and allies.  Currently Maanzelugrimious is employed by a powerful drow House.

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.

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.

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 +11d6. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

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.

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: Maanzelugrimious retains its Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. Also it can no longer be flanked. Another rogue at least four levels higher can still flank. It gains a +4 bonus to Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks by traps.

Improved Evasion:
The rogue takes only half damage on a failed save.

Detect Illusions (Ex): As part of its training, the Hellblade learns to scrutinize its surroundings for the telltale signs of an illusion.  If it spends a partial action, it is entitled to a saving throw to disbelieve an illusion without first interacting with it.  Additionally, the Hellblade gains a +10 competence bonus on any Listen or Spot check to detect invisible creatures.

Hellblade (Ex): Early on in its training, Maanzelugrimious chose the rapier as his "Hellblade", the center of his martial training.  It received free Weapon Focus, Weapon Specialization, Improved Critical, and Whirlwind Attack with this weapon as virtual feats.

Immunity to Fear and Charm (Ex): The Hellblade is immune to fear and charm spells and effects.