Uropmalinhoon, Warrior of the Violet Line, Tamer Creed

Fighter /
Violet Line Warrior (from Unveiled Masters: The Essential Guide to Mind Flayers)
Medium-Size Aberration (Mind Flayer)
2nd Fighter/ 5th Warrior of the Violet Line

Hit Dice: 8d8+7d10+15+10 (flesh meld armor) (100 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 29 (+2 Dex, +5 Natural, +12 armor)
Attacks: 4 tentacles +16 melee, or Longbow +15 [+ Int bonus of target] ranged
Damage: Tentacle 1d4+5; or Longbow 1d8+17
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy, Violet Beacon, Valor of the Kin, Inquisition Blast, Psionic Smite 1/day (+4 to hit, +10 damage), Commanding Presence +1
Saves: Fort +10, Ref +5, Will +13 (+2 vs. mind affecting spells and effects)
Abilities: Str 20, Dex 14, Con 12, Int 19, Wis 17, Cha 18
Skills: Alchemy +9, Bluff +8, Climb +6, Concentration +17, Hide +11, Intimidate +13, Jump +6, Knowledge (Local) +9, Knowledge (Strategy) +14, Listen +11, Move Silently +10, Spot +10
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle),  Weapon Focus (longbow), Rapid Shot, Point Blank Shot, Precise Shot, Power Attack, Improved Levitation, Armor Proficiency (Heavy), Weapon Specialization (longbow)

Climate/Terrain: Underground, Dirgon
Challenge Rating
: 15
Treasure: Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: +4 Mighty [Str 18] Composite Longbow, +5 mind seeking arrows, Flesh Meld Armor, +4 Summoning Full Plate Armor

Uropmalinhoon is a member of the secretive Violet Line Order, a warrior cult devoted to guard order and defend illithids.  He believes in military might, and believes such will be the means for ultimate success of the illithid people.  He values strength and ingenuity. He has chosen to become a master of the longbow, and always stands with the first line of defense in the city he protects.  He was invited to join when members of the order saw his strong personality and devotion to military guard duty; his zeal to defend his home made him stand out.  Cruel and cunning, Uropmalinhoon feels righteous about mind flayer domination and the immutability of illithid precepts and doctrine.

Mind Blast (Sp):
This attack is 60 feet long.  Anyone caught in this cone must succeed at a Will save (DC 18) 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 14+ 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.

Violet Beacon (Sp): When Uropmalinhoon needs other warriors, he manifests the psionic beacon of his order.  This takes a standard action and is detailed in Unveiled Masters: The Essential Guide to Mind Flayers, page 103.

Valor of the Kin (Ex): Secure in his own place, and proud of his accomplishments and place in society, Uropmalinhoon gains a +2 morale bonus on all saves against mind affecting spells and effects.

Inquisition Blast (Ex): Uropmalinhoon often works in close combat with other mind flayers.  He can manifest his mind blast power and choose up to four illithids to not be affected by the blast.

Psionic Smite (Su): Uropmalinhoon can drive his hatred of outsiders and violators of his society directly into his weapon blows.  This gives his melee attacks a +4 to hit and a +10 damage bonus.  He can do this 1/day.