Xeissshellimous, Tamer Creed (Zee shel i mus)
Medium size Aberration Duelist 10

Hit Dice: 8d8+24+10d10+30 (145 hit points)
Initiative: +15 (+4 improved initiative, +9 dex, +2 improved reaction)
Speed: 30 ft
AC: 31(+3 natural, +9 dex, +4 deflection, +5 intelligence)
Attacks: +4 keen rapier +29/+24/+19/+14 [Crit: 12-20 X2] melee or 4 tentacles +16 melee
Damage: Tentacle 1d4+3, rapier 1d6+3d6+7
Face: 5’
Special Attacks: mindblast, psionics, improved grab, extract
Special Quantities: SR 25, Telepathy, Canny Defense, Precise Strike +3d6, Enhanced Mobility, Grace, Acrobatic Attack, Elaborate Parry, Improved Reflexes, Deflect Arrows
Saves: Fort +8, Ref +18, Will +13
Abilities: Str 17, Dex 28, Con 16, Int 20, Wis 19, Cha 20
Skills: Bluff +20, Concentration +14, Escape Artist +19, Hide +25, Innuendo +14, Intimidate +12, Jump +13, Tumble +24, Perform +10, Listen +11, Move Silently +14, Sense Motive +13, Spot +21
Feats: Dodge, Improved initiative, Weapon Finesse (Rapier), Ambidexterity, Mobility, Improved Critical (rapier), Spring Attack, Expertise, Improved Disarm

Treasure: +6 gloves of Dexterity, ring of protection +4, ring of jumping, +4 keen rapier
Climate/Terrain: Any underground or as directed
Organization:
solitary or Inquisition 129
CR: 18
Alignment: CN
Advancement: by character class

Xeissshellimous is quite strange and unusual even for a mindflayer.  The host he took over was infected with a psychic virus that went undetected.  This virus merged the personality of the host and the larval mindflayer. 

Xeis only extracts the brains of his victims and thralls that he feels are not worthy of the sword they carry.  He enjoys dueling.  His male slaves are all swordmen.  His female slaves are all luscious beauties that his males try to enamor with their swordsmanship. 

He is a member of Inquisition 129.  An Inquisition sent from the mindflayer home world.  He was made part of the Inquisition because of his superior skills with the sword.  He was also made a member to remove his presence from the homeworld.  He was beginning to convince mindflayers towards his way of thinking towards thralls and other things.  He believes that a creature that is as good or better than himself with a sword is worthy enough to not be enslaved or enthralled.  A blasphemous ideal on the homeworld. 

Inquisition 129 has been sent to the protect mindflayer interests on Inzeladun and its sister planets. 

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.

Canny Defense (Ex):  When not wearing any armor, duelists add their Intelligence bonus to their Dexterity bonus to modify Armor Class while wielding a melee weapon.  If the duelist is ever caught flatfooted or denied a dex bonus, the duelist is also denied the intelligence bonus.

Precise Strike (Ex): The Duelist can strike precisely for an additional +3d6 damage.

Enhanced Mobility (Ex): When unarmored, the duelist gains an additional +4 bonus to AC against attacks of opportunity.

Grace (Ex): The duelist gains a +2 competence bonus to Reflex saves.

Acrobatic Attack (Ex): If the duelist attacks by jumping at least 5 feet toward his opponent or swinging on a rope or similar object into his target, he gains a +2 to his attack and damage rolls on a successful jump check.

Elaborate Parry (Ex): If the duelist chooses to fight defensively or use an all-out defense in combat, it gains an additional +10 dodge bonus to AC.

Improved Reaction (Ex): The duelist gains an additional +2 to initiative, stacking with improved initiative.

Deflect Arrows (Ex): The duelist gains the Deflect Arrows feat when using his one handed piercing weapon.