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