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.