Malinquashoon,
Pirate King of Xallixallithid


Medium Illithid  6'2",  White Eyes
Rogue 6th Level

Hit Dice: 8d8+6d6+28 (90 Hit Points)
Initiative: +9 (+5 Dex, +4 Imp. Init.)
Speed: 30 ft
AC: 18 (+5 Dex, +3 Natural)
Attacks: 4 tentacles +16 melee
Damage: Tentacle 1d4+2
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, psionics, improved grab, extract, sneak attack +3d6
Special Qualities: SR 25, telepathy, uncanny dodge (dex bonus to AC, can't be flanked), evasion
Saves: Fort +6, Ref +12, Will +11
Abilities: Str 14, Dex 21, Con 15, Int 22, Wis 16, Cha 22
Skills: Bluff +8, Concentration +14, Hide +23, Intimidate +20,  Knowledge (Arcana) +11, Knowledge (Space) +23, Listen +20, Move Silently +22, Spot +10, Pilot +19 (+23 on a nautiloid), Climb +19
Feats:
Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Weapon Focus (tentacle), Spelljammer Helm Operation, Spelljammer Specialization (Nautiloid)
Climate/Terrain: Inzeladun
Challenge Rating: 14
Treasure: Double Standard
            Gem of Seeing eyepatch
            7 potions of Armor in a Bottle (page 166 RR)
            Star Gazer (197 RR)
            3,500 gp, 49 art objects, 44 gems
            50 air suits, 100 filters, 200 cutlasses, 20 masterwork cutlasses, ermine jacket, 2 ermine capes, 5 mink jackets, sable coat
Alignment: Chaotic Evil
Advancement: by Character class

Character Information:  Malinquashoon is the leader of a spelljamming pirate ship. He dresses in human-style pirate costume, and wears an eyepatch with a gem of seeing in it.  He is skilled as a pilot, but now prefers command.  He is a member of the possessor creed, and believes that wealth is the greatest and best means to power.


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 12+ 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.