Maanzeuropordell, Elder, Awaiter Creed
Illithid Courtier
Medium-Size Aberration
20th Level
Hit Dice: 8d8+20d6+28 (134 Hit Points)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 33 (+2 Dex, +3 Natural, +8 armor, +5 insight, +5 deflection) [+5
dodge bonus when using full defense]
Attacks: 4 tentacles +18 melee [Reach]
Damage: Tentacle 1d4+1 (19-20 crit)
Face/Reach: 5 ft by 5 ft/10ft
Special Attacks: Mind Blast, Psionics, Improved Grab, Extract
Special Qualities: SR 25, Telepathy, Wealth, Talent, Style and Grace,
Iron Will, The Eyes Betray the Heart (x2), Voice, Better Part of Valor, Whisper
from the Soul, Your Life is Mine, Gossip, Versatile, Leadership, The Heart Speaks,
the Immovable Hand of Peace
Saves: Fort +9, Ref +10, Will +21
Abilities: Str 12, Dex 14, Con 12, Int 20, Wis 17, Cha 22
Skills: Bluff +28, Concentration +12, Decipher Script +25, Hide +28,
Gather Information +30, Intimidate +30, Knowledge (Arcana) +33, Knowledge (Creeds
and Communities) +29, Listen +30, Move Silently +27, Search +25, Sense Motive
+30, Spot +30
Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon
Finesse (tentacle), Extend Reach, Skill Focus (Gather Information), Skill Focus
(Sense Motive), Skill Focus (Knowledge-Arcana), Mobility, Spring Attack, Improved
Critical (tentacle)
Climate/Terrain: Xallistemious
Challenge Rating: 28
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: by Character class
Possessions: Ring of Protection +5, Robes of Xallixallithid (+5 insight
bonus to AC), Vestments of Xallixallithid (+8 armor bonus) psionic tattoos of:
Invisibility x3, Ectoplasmic Cocoon
x2, Displacement, Time Hop, Body Adjustment x9 [heal 3d6 damage] and
Brain Lock.
Maanzeuropordell serves on the Elder Concord of Xallistemious after
many years of service as an aedileator of trade relations. He has an intricate
design tattooed on his face and neck. He is very skilled at gathering information
about strange places, and often travels to the surface for this information.
He values planning above all else – and information is vital for successful
planning. He never acts rashly, and is often asked to advise on community defense issues.
Mind Blast (Sp): This attack is 60 feet long. Anyone caught in this cone
must succeed at a Will save (DC 24) 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.
The Immovable Hand of Peace (Ex): If he is holding no visible
weapons, has no harmful intent, and has not yet attacked anyone, anyone attacking
him must make a Will save (DC 31) or be unable to harm him.
Whisper from the Soul (Ex): Once per day, he can use emotion.
Your Life is Mine (Ex): Five times per day,
he can attempt to sway someone to his way of thinking. As
Charm Person as by a 20th level sorcerer (DC 21).