Uliulibosskbossk, Vigileator of Internal Order, Tamer Creed

Two Headed Ulitharid (Noble Illithid)
Warrior of Darkness 10th



Medium-size Aberration
HD:
13d8+10d10+92 (205 hp)
Init: +7 (Dex, Improved Initiative)
Speed: 40 ft
AC: 23 (+3 Dex, +9 natural, +1 deflection)
Attacks:6 tentacles +25 melee per head
Damage: Tentacle 1d4+8 (+2d6 against good 3/day unholy strike)
Face/Reach: 5 ft by 5 ft/15 ft
Special Attacks: Psionics, mind blast x2, improved grab, extract, malign fury (full attack action in conjunction with move), Unholy Strike
Special Qualities: Telepathy, SR 26, recover, Darkvision 90, Dweller in Darkness, Rapid Step, Demonic Wings (demon wings 1/day), Darksenses (tremorsense 60'), Aura of Evil, Scarred Flesh (DR 5/+3),
Saves: Fort +13 Ref +9 Will +21
Abilities: Str 26 Dex 16 Con 19 Int 22 Wis 20 Cha 27
Skills: Alchemy +19, Bluff +20, Concentration +24, Diplomacy +11, Hide +29, Intimidate +13, Knowledge (Arcana) +12, Listen +21, Move Silently +19, Spot +21, Spellcraft +18
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Blind Fight, Spring Attack, Extended Reach, Multivoice (page 37, SS)



Climate: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)`
Challenge Rating: 22
Treasure: Double standard
            Cloak of Elvenkind, Darkskull (unhallow), Staff of Darkness; psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock
Alignment: lawful evil
Advancement: By character class

Uliulibosskbossk is the Vigileator of Internal Order.  His most notable attribute is his two heads.   He believes totally in military and physical might. He studies the dark arts and learns terrible secrets involved with evil rituals.  He is not subtle, but is a chilling opponent of cunning and physical strength.

COMBAT
Ulitharids tend to fight in the same way as other mind flayers. They take charge and act as leaders when in a mixed group with normal illithids.

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 22) or be feebleminded for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Psionics (Sp): At will - astral projection, body equilibrium, control body, demoralize, detect thoughts, domination, intrusive sense link (taste only), levitate, probability travel, suggestion, tailor memory, and teleport. These abilities are as the powers manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

Improved Grab (Ex): To use this ability, the ulitharid must hit a creature of Small to Large size with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.
After a successful grab, the ulitharid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): A ulitharid that begins its turn with at least three tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

Telepathy (Su): Ulitharids can communicate telepathically with any creature within 100 feet that has a language.

Recover (Sp): A ulitharid can heal up to 25 points of damage done to it per day. It can recover some or all of these hit points at once. This is a full-round action and requires concentration.
 
1993 Wizards of the Coast, Inc.
Originally found in Dungeon 22 (1993?), the Monstrous Compendium Annual One (1994).