He looks just like most Illithids. Tall, greenish-mauve, bloated white eyes.
Spell-Like Abilities (CL 9th, concentration +14): At will - Charm monster (DC 19), detect thoughts (DC 17), levitate, mind blast (60 ft. cone, Will DC 19 negates, stunned for 3d4 rounds, level 4), plane shift, suggestion (DC 18)
- Mind Blast (Sp): A creature with the mind blast special ability can emit a powerful blast of pure mental energy that stuns all creatures within a cone-shaped area. Creatures caught in the area of a mind blast are stunned for the listed length of time. A mind blast allows a Will saving throw (DC 10 + the mind blast’s effective spell level + creature’s Cha modifier). A creature with the mind blast ability is immune to mind blasts from other creatures unless noted otherwise. An appropriate spell level is given for each creature’s mind blast for purposes of Will saves, caster level checks, and concentration checks.
Format: Mind blast (60-ft. cone, Will DC 19 negates, stunned for 3d4 rounds, level 4)
- Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
- Grab (Ex): This ability follows the standard rules for the grab universal monster ability (Bestiary pg. 301). In addition, if a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple attempt. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
- Battle of Minds:The Mind Flayer fights smarter not harder. It may use either his Int or Cha modifier instead of strength in his to hit roll attacks with tentacles.
In addition, the mind flayer may add his Int modifier on top of his Cha modifier in Bluff and Intimidate checks, and may use the demoralize option in any opponent he can reach with his telepathy, not only opponents in melee range.
Mindsight, Quicken Spell-like Ability (Mindblast), Darkstalker,
Handy Haversack, Bracers of Armor+5, Robe of Displacement, minor, 10 potions of Greater Magic Fang (+5), Rod of Substitution (Electricity) (Greater), Necklace of Fireballs Type IV, Ring of Freedom of Movement, Amulet of Natural Armor +4,