Quassinetor, Aedileator of Thrall Dreams, Abysmal Creed

Illithid Wizard Oneiromancer
Medium-Size Aberration
7th/3rd Level

Hit Dice: 8d8+10d4+18 (79 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, Stun
Special Qualities: SR 25, Telepathy, Scribe Scroll, Summon Familiar, Stabilize Spellcasting, Deep Sleep, Nocturnal Armsmaster, Additional Dream Points (5)
Saves: Fort +6, Ref +7, Will +18
Abilities: Str 12, Dex 14, Con 12, Int 22, Wis 17, Cha 17
Skills: Bluff +8, Concentration +21, Hide +8, Intimidate +10, Knowledge (Arcana) +17, Knowledge (Dream) +20, Listen +10, Move Silently +7, Spot +10, Scry +12, Spellcraft +15, Lucid Dreaming +10
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Spell Mastery, Improved Unarmed Strike, Deflect Arrows, Stunning Fist

Climate/Terrain: Xallistemious
Challenge Rating
: 18
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: by Character class
Possessions: Ring of Wizardry IV, Friend Shield Ring (other is worn by a thrall), Cloak of Arachnida; psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock.

Quassinetor is an elected official, appointed by the Elder Concord to take charge of oppressing the thrall population through dream manipulation.  He dresses primarily in dark purples and blacks, and has a long scar along one arm (usually hidden beneath a sleeve) from a battle with a paladin eight years ago.  He feels that the terror and disgust the thralls and other races feel toward mind flayers is an ideal tool for illithid domination.  He promotes this perception at all times, and works hard to be as intimidating as possible, and advises other mind flayers to do the same.  He has studied humanoid nightmares and is an expert in creating horrifying dream scenarios.  He tends to make throaty, growling noises.

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 Prepared: 4/6/5/4/4/2 (Bold faced spells are mastered)
0 level (DC 16) Detect magic, arcane mark, read magic, daze
1st level (DC 17) Alarm, Hypnotism, Spider Climb, Unseen Servant, Sleep of the Just, Ray of Enfeeblement
2nd level (DC 18) Protection from Arrows, See Invisibility, Darkness, Rope Trick, Scare
3rd level (DC 19) Dream Walking, Dispel Magic, Displacement, Lightning Bolt
4th level (DC 20) Circle of Dreams, Lesser Geas, Phantasmal Killer, Polymorph Self, Evard's Black Tentacles, Scrying, Improved Invisibility
5th level (DC 21) Teleport, Dominate Person

Spell book includes the above spells, plus Seeming, Animate Dead, Nightmare, Dream, Prying Eyes, Summon Monster V, Dimensional Anchor, Arcane Eye, Shadow Conjuration, Bestow Curse, Vampiric Touch, Leomund's Tiny Hut, Fireball, Gaseous Form