as promised...
Ulitharid (Noble Illithid)
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Medium-size Aberration
Hit Dice: 11d8+33 (82 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft
AC: 20 (-1 size, +3 Dex, +8 natural)
Attacks: 6 tentacles +10 melee
Damage: Tentacle 1d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Psionics, mind blast, improved grab, extract
Special Qualities: Telepathy, SR 26, recover
Saves: Fort +6 Ref +6 Will +14
Abilities: Str 16 Dex 16 Con 17 Int 22 Wis 20 Chr 25
Skills: Bluff +10, Concentration +14, Diplomacy +11, Hide +9, Intimidate +15, Knowledge (any two) +12, Listen +14, Move Silently +9, Spot +14
Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility
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Climate: Any underground
Organization: Solitary or community (1-2 plus 6-10 mind flayers)`
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Ulitharids are noble class of mind flayer, superior to normal illithids. They are the favored children of the elder brain and are given free reign over normal mind flayers and thrall creatures. Ulitharids account for 1/25th of the population of a mind flayer community. They spend twice as much time as tadpoles, but they have twice the lifespan of normal mind flayers. Ulitharids serve their communities as the elder brain's caretakers, as well as diplomats and leaders for small groups of illithids.
Ulitharids are much taller and more physically powerful than normal mind flayers, being 7 1/2 tall. Their slimy skin is the same as other illithids, but darker. These noble illithid have six tentacles instead of four, surrounding a maw of jagged, saw-like teeth. They wear the same sort of robes as other mind flayers, but many also wear high-crowned headdresses to accentuate their importance.
Ulitharids understand many different languages, but prefer to communicate telepathically as their mouths are not meant for speech.
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.
Originally found in Dungeon 22 (1993?), the Monstrous Compendium Annual One (1994).
and here is another conversion of the ulitharid:
http://66.34.111.89/Eric/conversions/ulitharid_psionic.rtf