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).