Malinsinehoon, Gate Crashing Skull Collector

Illithid Ranger / Skull Collector / Gate Crasher
Medium-Size Aberration
11th level Ranger / 1st level Rogue / 10th level Skull Collector /8th level Gate Crasher

Hit Dice: 19d8+10d10+9d6+76 (248 Hit Points)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 29 (+8 Dex, +3 Natural, +8 Armor)
Attacks: 4 tentacles +34 melee (reach!) or +4 keen psi-blade rapier and +4 keen vorpal rapier two-weapon combination  +32/+27/+24/+32/+27/+24 melee
Damage: Tentacle 2d4+4 or 1d6+8 rapiers
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Spells, Worm spit
Special Qualities: SR 25, Telepathy, 6 Favored Enemies, Wild Empathy, Sneak Attack +1d6, Combat Style (Archery), Endurance, Improved Combat Ability (Archery), Woodland Stride, Swift Tracker, Evasion, Combat Style Mastery (Archery), Intimidating Collection, Collector's Prestige +3, Dark Power +3, Analyze Portal, Comprehension, Open Portal, Summon spell dampening, Silver Tongue, Planar Survival, DR 5/+1, Scramble Portal
Saves: Fort +28, Ref +25, Will +23
Abilities: Str 18, Dex 26, Con 14, Int 18, Wis 16, Cha 16
Skills: Bluff +8, Balance +25, Climb +30, Concentration +14, Decipher Script +14, Escape Artist +16, Gather Information +20, Hide +41, Intimidate +22, Jump +20, Knowledge (Dungeoneering) +24, Knowledge (The Planes) +24, Knowledge (Geography) +8, Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (History) +8, Listen +22, Move Silently +43, Spot +40, Survival +36, Use Magic Device +25
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Track, Extended Reach, Improved Levitation, Power Attack, Endurance, Two-Weapon Fighting, Ambidexterity, Improved Two Weapon Fighting, Two Weapon Rend, Greater Two Weapon Fighting, Perfect Two Weapon Fighting, Bane of Enemies, Death of Enemies,  Wisdom of Ages, Knowledge of Millennia, (has free use of Mobility, Sunder, Expertise, and Combat Reflexes from magic rapiers)

Climate/Terrain: Any Underground
Challenge Rating
: 38
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: by Character class
Possessions: Staff of Planar Might, Tentacle Net (Dragon 308, 54), Skull of Fear (radiates a 10' aura of fear, will DC 14 to negate; intelligent, see below), Periapt of Health, Bracers of Armor +8, Dimensional Sextant (MoP, p 22), Dead Man's Bottle (Dragon 300, p 41), Bone Rattle (Dragon 300, p 40), 4 Yackti Figures (Dragon 300, p 43),  Cloak of Resistance +4, Cubic Gate, Gate Key, Rope of Entanglement, +4 keen psi-blade rapier (Intelligent;  See below), +4 keen vorpal rapier (Intelligent; See Below).

Malinsinehoon was born to a dead illithid community.  He was driven to make his own way in the multiverse, resulting in a chaotic alignment as he perfected his sinister art.  He fought against the Drow, Yuan Ti, and humans for his very life, learning to hate other races, for he knew he was superior.  He learned to use magic items stolen from fallen foes.  He soon found out about other planes, and began to study them.  He encountered occasional illithid communities, but he was too independent to stay long under their rules and regulations.  He learned from them what he could, then moved on.

With the opening of the multiverse to him, Malinsinehoon soon saw himself as a cosmic free agent, free to move the Great Work of the mind flayers on in his own unique manner.  For over a thousand years he has traveled the planes, gleaning their secrets, working for the advancement of the mind flayer race.  He has several dozen clones hidden away in various support tanks on certain planes, allowing his mind to escape his dying body and enter one of the clones so he can return from death to stalk his enemies anew. Eliminating Malinsinehoon requires finding and destroying his hidden clones first so that his spirit has nowhere to flee.  He also has many contacts among the hags of the outer planes.

Malinsinehoon is extremely strong for a mind flayer, and is muscular in build.  He dresses in blood-red clothing decorated with skulls and other bones.  He is gaunt, even for a mind flayer, and very pale in color.

In combat, Malinsinehoon uses his improved levitation to make five foot steps over his enemies' heads, and fights with his tentacles, or he is on the ground and fighting with his two intelligent magic rapiers (see below).  He likes to strike from invisibility (granted by sword) to use his sneak attack ability.  Invisible or not, Malinsinehoon radiates a 10' aura of fear, will DC 14 to negate.  He often uses Power Attack to increase his damage by up to 17 points.

Mind Blast (Sp):
This attack is 60 feet long.  Anyone caught in this cone must succeed at a Will save (DC 17, or DC 20 if a favored enemy) 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, or DC 16+ spell level if a favored enemy)

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 . He can add his favored enemy bonus to grapple attempts using his tentacles when fighting his favored enemies.

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.

Favored Enemy (Ex): Malinsinehoon has chosen Humans, Elves, Dwarves, Magical Beasts, Outsider (Devil), and Outsider (Demon) as his favored enemies.  He can add his favored enemy bonus to grapple attempts using his tentacles when fighting his favored enemies.

Intimidating Collection (Ex): As long as Malinsinehoon is visibly displaying or wearing a skull of the race of a target of an intimidation skill check, Malinsinehoon gains a morale bonus on the check equal to his favored enemy bonus against that target.

Collector's Prestige (Ex): The collection of skulls and grisly trophies that the skull collector bears with him afford him a grudging respect and fear from other mind flayers.  He gains a +3 circumstance bonus on all social rolls with mind flayers, including but not limited to Bluff, Diplomacy, and Intimidate checks.

Dark Power (Su): Having eaten enough brains of his enemies, the skull collector learns the inner workings of their brains.  All psionic attack modes and mind-affecting attacks become more difficult for his favored enemies to defend against.  He gains a +3 bonus to all DC's for powers used against his favored enemies.

Analyze Portal (Sp): Malinsinehoon has the ability to use analyze portal as a spell-like ability eight times per day.

Comprehension (Ex): Malinsinehoon understands the basic conflicts of force and energies and gains a +2 insight bonus to Decipher Script and Use Magic Device.

Open Portal (Su): Malinsinehoon's understanding of planar forces extends to the workings of magic portals, such that he can force them open.  This includes psi-gates.

Summon Spell Dampening (Su): Malinsinehoon frustrates demons and devils by inhibiting their ability to summon reinforcements by creating a dampening field that extends 100 feet in every direction for 10 rounds, three times per day.

Planar Survival (Ex): Malinsinehoon is attuned to the planes he visits and is naturally immune to their natural planar effects.

Scramble Portal (Sp): Three times per day, Malinsinehoon has the ability to scramble a portal as the spell, cast as an 8th level sorcerer.

Ranger Spells: 1/1

+4 Keen Psi-Blade Rapier: 17 Cha, 13 Int, 11 Wis.  ALIGNMENT: Chaotic Evil.  PRIMARY POWERS: Detect Lawful Good at will;  Wielder has free use of Mobility; Wielder has free use of Combat Reflexes.  COMMUNICATION: Empathy.  EGO:  17

+4 Keen Vorpal Rapier: 19 Wis, 15 Int, 12 Cha.  ALIGNMENT: Chaotic Evil.  PRIMARY POWERS: Item can Sense Motive +14;  Wielder has free use of Sunder; Cure Light Wounds on wielder 1/day; Wielder has free use of Expertise; EXTRAORDINARY POWER: Invisibility on wielder 3/day; COMMUNICATION: Speech.  EGO:  23

Skull of Fear: Radiates a 10' aura of fear, will DC 14 to negate.  ABILITY SCORES:  18 Int, 14 Wis, 12 Cha.  ALIGNMENT: Chaotic Evil.  PRIMARY POWERS: Item can Sense Motive +12;  EXTRAORDINARY POWER: Passwall at will; COMMUNICATION: Speech.  EGO:  11