Xalli'arint, Quastor, Due Auditor, Possessor Creed
Illithid Expert
Medium-Size Aberration
8th Level
Hit Dice: 8d8+8d6+16 (108 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural)
Attacks: 4 tentacles +14 melee
Damage: Tentacle 1d4+1
Face/Reach: 5 ft by 5 ft/5ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy
Saves: Fort +5, Ref +6, Will +15
Abilities: Str 12, Dex 14, Con 12, Int 21, Wis 17, Cha 17
Skills: Appraise +24, Forgery +21, Gather Information +20, Sense Motive
+20, Bluff +24, Concentration +10, Hide +20, Intimidate +26, Knowledge (Arcana)
+25, Knowledge (Law) +23, Listen +26, Move Silently +23, Search +22, Spot +26,
Profession (Accountant) +24, Decipher Script +22
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon
Finesse (tentacle), Skill Focus (profession), Skill Focus (appraise)
Climate/Terrain: Xallistemious
Challenge Rating: 15
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Extreme amount of wealth.
Xalli'arint is an elected official from the Elder Concord and is
responsible for auditing the community's financial management. Due to
strange skin pigmentation, he has thirteen light pink splotches all over his
bulbous head. He is knowledgeable about illithid law and is skilled at rooting
out misappropriations of community funds. For him, wealth is the ultimate power
and a constant concern for him. He has notable nervous habits… particularly
with his twitching tentacles.
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.