Namaanzebosskator, Keeper, Thorough Biter Creed

Illithid Wizard / Keeper (from Unveiled Masters: The Essential Guide to Mind Flayers)
Medium-Size Aberration (Mind Flayer)
2nd level Wizard (Diviner)/ 6th level Keeper (6th level caster)

Hit Dice: 8d8+8d4+16 (72 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural)
Attacks: 4 tentacles +12 melee
Damage: Tentacle 1d4+1
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract, Spells
Special Qualities: SR 25, Telepathy, Scribe Scroll, Summon Familiar, Knowledge Focus, Knowledge Marking, Flayer Lore, Keepers Marking, Growth of Mind
Saves: Fort +5, Ref +6, Will +17
Abilities: Str 12, Dex 14, Con 12, Int 23, Wis 17, Cha 17
Skills: Bluff +8, Concentration +14, Craft (Tattoo) +16, Decipher Script +12, Diplomacy +9, Gather Information +9, Hide +8, Intimidate +10, Knowledge (History) +29, Knowledge (The Planes) +27, Listen +10, Move Silently +7, Spot +10, Scry +13, Spellcraft +7
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle),  Taste For Knowledge, Skill Focus (Knowledge-history), Spell Penetration

Climate/Terrain: Any Underground
Challenge Rating
: 16
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Portable Passage, Thrall Collar, Astral Projection Pod, Psionic Tattoos of Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock.

Namaanzebosskator is a keeper.  Chosen three years ago by a highly renowned keeper, Namaanzebosskator loves to research history, a subject few mind flayers find palatable. He is a divination specialist, originally intended to work as a military intelligence-gatherer.  However, his love of history and the encounter with Alabstermious changed his path. His tentacles and forehead are covered in archaic runes, etched into the soft mauve flesh by both brand and ink.  He collects and recalls the information of millennia, the great battles, the planes they have taken and lost, and changes in the race and the slave races over the ages. His goal is to become a Loremaster keeper, a revered repository of ancient lore.

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.

Spells (Sp): Namaanzebosskator casts spells as a sixth level spell caster. Save DCs = 16+spell level
            0 level – Daze, Read Magic, Detect Magic, Open/Close, Detect Poison
            1st level – Comprehend Languages, Detect Undead, Identify, True Strike, Arcane Blade, Unseen Servant
            2nd level – Locate Object, See Invisibility, Accelerate Magic, Tendrils of Darkness, Web
            3rd level – Clairaudience/Clairvoyance, Brain Drain, Brain Burrow

Knowledge Focus (Ex): At each level gained, Namaanzebosskator gains an additional two skill points beyond those gained for advancing a level in this class.  One of these skill points must be spent on the Knowledge (History) skill, but the other may be spent on any Knowledge skill.

Flayer Lore (Ex): Namaanzebosskator knows a vast collection of mind flayer information.  This is treated identically as the bard's bardic knowledge ability, but can only be used in the gathering of information regarding mind flayer society, history, their traditional enemies and so on.

Knowledge Marking (Su): The tattoos on Namaanzebosskator are not only mnemonic devices… they are also imbued with the knowledge of ancient flayers and their legacy, granting Namaanzebosskator a +2 profane bonus on Knowledge (History) and Knowledge (The Planes).

Keepers Marking (Ex):  Namaanzebosskator can mark keepers-to-be with the sigils of his rank and craft, just as he was marked when he was found by Alabstermious.

Growth of Mind (Ex): The lore of the mind flayers so infuse Namaanzebosskator that he earns a one-time +2 bonus to Intelligence.

Familiar of Namaanzebosskator:
Monstrous Spider, Small 
Small Vermin  
Hit Dice: 1d8 (36 hp) 
Initiative: +3 (Dex) 
Speed: 30 ft., climb 20 ft.     
AC: 15 (+1 size, +3 Dex, +1 Natural) 
Attacks: Bite +13 melee 
Damage: Bite 1d4-2 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Vermin, Alertness, Improved Evasion, Share Spells, Empathic Link
Saves:  Fort +4, Ref +7, Will +14
Abilities: Str 7, Dex 17, Con 10,  Int 6, Wis 10, Cha 2
Skills: Climb +10, Hide +14,  Jump -2*, Spot +7*
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate and warm land and underground