Malinator, Grand Elder of Xallistemious, Nourisher Creed

Illithid Psion
Medium-Size Aberration
20th Level

Hit Dice: 8d8 +20d6 + 28 (134 Hit Points)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 16 (+3 Dex, +3 Natural)
Attacks: 4 tentacles +18 melee
              Crossbow +15/+10 ranged
Damage: Tentacle 1d4+1
               Crossbow 1d8
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics (223 power points), Improved Grab, Extract
Special Qualities: SR 25, Telepathy
Saves: Fort +9, Ref +11, Will +21
Abilities: Str 12, Dex 14 (16), Con 12, Int 19, Wis 17, Cha 22
Skills: Bluff +29, Intimidate +29, Knowledge (Arcana) +27, Knowledge (Humanoids) +27, Listen +10, Move Silently +26, Spot +23, Psi-craft +23, Concentration +24, Sense Motive +26, Diplomacy +28
Feats: Alertness, Combat Manifestation, Dodge, Improved Initiative, Weapon Finesse (tentacle), Inertial Armor, Inner Strength, Talented, Trigger Power (lesser domination), Craft Dorje, Power Penetration

Climate/Terrain: Xallistemious
Challenge Rating
: 28
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Masterwork Light Crossbow, 10 masterwork bolts, Powerstone (thrall), Powerstone (astral construct VIII), Powerstone (mind seed), Psionic Tattoo (Body Adjustment),  Third Eye (Negate), Cloak of Displacement,  Gloves of Dexterity +2, Amulet of Catapsi; psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock.

Malinator is a member of the Elder Concord of Xallistemious.  He is the voice of the thralls, and fights for better care of them.  He doesn't do this out of sentimentality, but from his strong belief that quality thralls lead to a quality life for all illithids.  He hates shoes and other footwear, believing that a comfortable, unconstrained foot leads to mental well-being.  Thus, he never wears anything on his feet.

Psionics:

            Combat Modes: Mind Blast (Cha, +6, 9 pts), Ego Whip (Dex, +3, 3 pts), Id Insinuation (Str, +1, 3 pts), Mind Thrust (Int, +4, 1 pt), Psychic Crush (Wis, +3, 5 pts).  Often used with Inflict Pain

            Innate Powers: At will, Astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion (DC 15+spell level)

            Powers Discovered: 8/5/5/5/5/4/4/3/3/2

                                       0 - Detect Psionics, Inkling, Daze, Missive, Telempathic Projection, Burst, Bolt, Catfall

                                       1 – Attraction, Lesser Mindlink, Sense Link, Empathy, Charm Person

                                       2 – Inflict Pain, Brain Lock, Aversion, Ectoplasmic Cocoon, Invisibility

                                       3 – Fate Link, Mindlink, Crisis of Breath, Lesser Domination, Nondetection

                                       4 – Tailor Memory, Mindwipe, Domination, Inertial Barrier (DR 10/+5), Fatal Attraction

                                       5 – Greater Domination, Mind Probe, Baleful Teleport (9d6 damage), Teleport

                                       6 – Mind Switch, Mass Suggestion, Trace Teleport, Remote View Trap (remote viewers take 4d4 damage)

                                       7 – Mass Domination, True Concussion (13d6 damage), Mass Cocoon

                                       8 – Mind Seed, Recall Death, Dream Travel

                                       9 – Thrall, Microcosm

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.