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).