Uropmaanzebossk, Ariser Creed Elder, Lord of Ahmn

Psion (Telepath)
Medium-Size Aberration
20th Level

Hit Dice: 8d8+20d4+28 (114 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft
AC: 17 (+2 Dex, +5 Natural)
Attacks: 4 tentacles +18 melee, or Scorpion Leg +16 melee and Harness Tail +16
Damage: Tentacle 1d4+1 or Scorpion Leg 1d6+5 and Tail 1d6+1 plus poison (save DC 15, initial and secondary damage of 1d6 Str)
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy, 223 power points per day (268 when wearing cloak of charisma)
Saves: Fort +9, Ref +10, Will +21
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 28
Skills: Bluff +35, Climb +8, Concentration +33, Diplomacy +28, Gather Information +28, Hide +9, Intimidate +17, Jump +8, Knowledge (Arcana) +14, Knowledge (Psionics) +34, Knowledge (Genetics/Breeding) +18, Knowledge (Religion) +5, Knowledge (History) +5, Knowledge (Geography) +5, Knowledge (Elder Concords) +5, Listen +11, Move Silently +8, Spot +11, Psicraft +24, Remote View +24
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), Improved Levitation, Wisdom of Ages, Knowledge of Millennia, Disarm Mind, Mental Adversary (x2), Inquisition Manifestation

Climate/Terrain: Any Underground
Challenge Rating
: 28
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Friendship Shield Ring (other ring is on a child thrall's finger, insuring the child's death if Uropmaanzebossk is harmed), Cloak of Charisma +6, Rope of Entanglement, Stone of Good Luck, Scorpion Harness, Food Factory, Glare Goggles, Dampsuit, Cephalometer, Brainmate, Psionic tattoos of: Invisibility x3, Ectoplasmic Cocoon x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and Brain Lock.

Uropmaanzebossk is currently the mind flayer in charge of the nation of Ahmn.  He often wears a Scorpion Harness, which makes him look like a chitinous creature with six legs and a long, segmented tail tipped with a stinger.  At least 2500 years old (some estimate his age being closer to 3,100), he has seen many things in his ancient life, and has many strange memories hidden away.  Born on a world other than Inzeladun, Uropmaanzebossk was part of a cult that successfully enslaved an entire world.  He was later transferred to this world, and, for centuries, he was in charge of an illithid breeding program that created the rise of psions in humanity after the Ice Age.  He was called away from this world and worked in unknown dimensions on horrible experiments for the illithid people.  He recently returned to this world, and headed the successful occupation of the country of Ahmn.  He believes the illithid race must rise from the underground and stop trying to hide from the sun.  He is served in his rule by Alhionsine, Warrior of the Violet Line, Tamer Creed, Advisor to Uropmaanzebossk.

Uropmaanzebossk begins battles by manifesting Schism, Arcane Shield (increasing his saves against spells and spell like abilities by +4) [3 pp], Arcane Resistance (increases his Spell Resistance to 32 against arcane magic) [9 pp], Armored Form (giving him 5 hardness) [5 pp], and Levitate.  He likes to encase himself in a pyroplasmic aura as he floats above his enemies, using his improved levitate feat to take 5 foot steps.

Note: the Scorpion Harness prevents Uropmaanzebossk from being flanked.

Mind Blast (Sp):
This attack is 60 feet long.  Anyone caught in this cone must succeed at a Will save (DC 23) 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 19 + spell level)
            Powers Discovered 223 power points per day (268 when wearing cloak of charisma).  He knows all Psionic combat modes.
            0 level – Telempathic Projection, Missive, Daze, Burst, Catfall, Inkling, Detect Psionics, Far Hand
            1st level – Mass Static, Sense Link, Spider Climb, Biofeedback, Stomp
            2nd level – Affix, Arcane Shield, Pyroplasmic Aura, Inflict Pain, Sever the Tie
            3rd level – Concussion Wave, Distant Strike, Armored Form, Schism, Nondetection
            4th level – Tailor Memory, Mindwipe, Fatal Attraction, Domination
            5th level – Spell Flay, Decelerate Arcana, Great Static, Synaptic Shock
            6th level – Mind Switch, Trace Teleport, Improved Fly
            7th level – Mass Domination, Insanity, Divert Teleport
            8th level – True Domination, Hypercognition, Dream Travel
            9th level – Mass Synaptic Shock, Thrall

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.