LordErebus12
2012-06-03, 04:36 PM
Mind Flayers (CR 11)
This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and glistening with slime, colored either greenish-mauve or a darker magenta. The creature’s head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes. It's mouth, a revolting thing shaped like a lamprey’s maw, constantly drips an oily slime when it is not siphoning out the brains of living prey.
http://s17.postimage.org/xa40kqe8f/Psy_Hunter_by_WDFloyd.jpg
Mind flayers, also called illithids, are so insidious, diabolical, and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies’ minds. In addition to being highly intelligent, wholly evil, and terribly sadistic, mind flayers are utterly self-serving. If an encounter turns against the creature, it flees at once, caring nothing for the fate of its companions or servitors.
Ruling nearly every world within the dark tapestry, The Mind Flayers dominated nearly all life left within a blackening material plane at the ends of time. Discovering an ancient Drow ritual from their newly acquired hosts, the Mind Flayers blackened the Sun around each world they attacked and conquered. This allowed them to conquer without fear of a star's light again.
Centuries went by on until they encountered a problem, they ran out of supplies to the Sol Star System and invented the Nautilus (a tapestry ship that gave them capabilities to spread to new star systems). Spreading like a plague, blackening each star as they fell through the atmospheres of new worlds. The Mind Flayers claimed each new world as if they were food markets, enslaving all who stood in the way.
Then they entered a system that did not agree with them. The race of living constructs known as the Timeforged (http://www.giantitp.com/forums/showthread.php?t=245156) lay spread in between a large cluster of binary stars, in a flotilla-like solar-powered collection of ships. As the first stars fell dark, the construct struck back with over a billion ships. They repulsed the first wave of Nautilus' without problem; However, this was just the start of the War of the Tapestry. Centuries of Death and entire worlds were eliminated in the bitter grapple of these two opposing forces.
Finally, the Timeforged created a new disease to battle the Mind Flayers, causing the host-bodies of the Mind Flayers to radiate intense light. The Flayers created a way of traveling one way through time, leaping back in time to escape destruction from the spreading "Radiant Plague". The Timeforged learned of this and choose to send its own forces back. While the Mind Flayers were successful, the Timeforged were less effective.
Slaves: Slaves are important to Mind Flayer society. Slaves are kept and bred for food, labor, gambling, or even guarding their secrets. Half of the slaves typically kept are goblin for their quick breeding and overall usefulness in small, dark spaces (Mind Flayers have claimed that a goblin’s cunning and throughout wickedness adds unique flavor to their brains, although this might just be Mind Flayer humor) while the other half are miscellaneous and typically much larger and fearsome.
NE Medium aberration (Mind Flayer)
Init +7; Senses See In Darkness; Perception +20
Exp: 12,800 XP
Defense
AC 21, Touch 18, Flat-Footed 18 (+5 deflection, +3 Dex, +3 natural)
HP 90 (10d8+10)
Fortitude: +6; Reflex: +8; Will: +10
Spell Resistance: 25
Weakness: Sun Weakness (see below)
Offense
Speed: 30 ft.
Ranged: +1 Illithid Caustic Podcannon +11/+6 ranged 60 ft. (2d6+1 piercing plus 1d6 acid / 20x3)
Melee: +1 Illithid Shredder +10/+5 melee (2d4+3 slashing / 18-20x2)
Melee: 4 tentacles +9/+7/+5/+3 melee (1d4+2)
Melee: 2 Claws +9/+7 melee (1d4+1)
Full Attack: 4 tentacles +9/+7/+5/+3 melee (1d4+2 bludgeoning plus 1d4 acid / 20x2) and 2 Claws +9/+7 melee (1d4+1 slashing / 20x2)
Special Attacks: improved grab, extract, implant (DC 23 will or fall unconscious; 1/round; Heal DC 30 or remove disease), mind blast (60 ft. cone; DC 20 will save; Stunned for 3d4 rounds)
Statistics
Str 14, Dex 16, Con 12, Int 20, Wis 16, Cha 22
Base Atk: +7; CMB: +9 (+11 on grapple attempts, no AoOs, +2 bonus on grapple checks per tentacle attached); CMD: 22
Feats: Improved Grapple B, Multiattack B, Combat Casting, Improved Initiative, Weapon Finesse, Great Fortitude, Lightning Reflexes
Skills: (-0 Armor Check Penalty) Acrobatics 5 ranks (+11), Athletics 5 ranks (+10), Bluff 10 ranks (+19), Diplomacy 10 ranks (+19), Escape Artist 2 ranks (+8), Intimidate 10 ranks (+19), Knowledge 10 ranks each (arcane, planes) (+18), Perception 8 ranks (+20), Spellcraft 5 ranks (+13), Stealth 5 ranks (+11), Survival 5 ranks (+11), and UMD 5 ranks (+12).
Languages: Aquan, Auran, Common, Ignan, Terran, Undercommon; Telepathy 100 ft.
SQ: Psionic cloak, Unnatural Vision
Ecology
Environment: Underground. Mind Flayers need damp, warm climate without sunlight to survive and propagate.
Average Wealth: 11,500 gp est. plus anything the minions are equipped with (typically only masterwork weapons and armor at the most)
Treasure: NPC gear plus one +1 Shredder (+1 cost, 2500 gp est.) and one +1 Podcannon (+2 cost, 9000 gp est.)
Abilities
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.
Implant (Ex): A Mind Flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically injects an embryo into the grappled host’s body.
The host begins to lose consciousness (DC 22; 1/round; duration continuous until cured; cure surgery (DC 30; deals 2d6 slashing damage in process) or remove disease spell. Incubation is three days, after which a fully ground Mind Flayer bursts from inside the host's body, killing it instantaneously.
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.
Improved Grab (Ex): To use this ability, a Mind Flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A Mind Flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head.
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 check. 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.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 20 Will save or be stunned for 3d4 rounds. Mind Flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.
Psionics (Sp): At will—charm monster (DC 20), detect thoughts (DC 17), levitate, plane shift, suggestion (DC 19). ECL 10th; The save DCs are Charisma-based.
Sun Weakness (Ex): A Mind Flayer’s skin is sensitive to exposure to sunlight; its skin begins to dry out and burn, causing the Mind Flayer great pain. Direct exposure to sunlight causes -2 Con damage and is dazzled, and each minute spent in the light causes an addition -2 Con drain until the Mind Flayer dies a painful death that turns its body into dry withered husk.
A Sunlight or Sunburst spell causes damage equal to exposure but typically doesn’t last long enough to do such drain. However, the damage such spell inflicts can kill it in its own right, dealing double damage to them and are dazzled while within said light.
Unnatural Vision (Ex): A Mind Flayer sees and hears through its entire body; this gives it a +6 racial bonus to Perception checks, it can see perfectly in darkness, and makes it impossible to derive any benefit from flanking it.
Psionic Cloak (Su): As long as the Mind Flayer is conscious, a tangible field of psionic force emits from its body to protect itself from attacks. This is a deflection bonus to armor class equal to half the Mind Flayer’s hit dice.
Furthermore, If the Mind Flayer chooses (swift action each round), it can activate a cloaking effect, instead of increasing its AC passively. This ability then functions as the Invisibility Sphere spell.
Alternate Abilities
Illithids often have varying abilities based on a number of factors. Only the Flayers know all the reasons for why they often have such varying abilities, but this knowledge isn't being shared...
Brainwashing Glare (Su): (DC 21) Some Illithids have the ability to affect any target that looks into the Mind Flayer's terrible gaze. It allows the Illithid to give the victim a single telepathic command per round, which it obeys to the best of its ability at its earliest opportunity.
Creatures within 30 ft. must succeed a will save each round unless it takes proper methods of averting their gaze. This ability is equivalent to a 5th level mind-affecting compulsion effect and the save is charisma based. The Illithid may select from the following options.
Approach: On its turn, the subject moves toward the Illithid as quickly and directly as possible for several rounds. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until freed.
Fall: On its turn, the subject falls to the ground and remains prone for a number of rounds. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from the Illithid as quickly as possible until freed. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for a number of rounds. It may not take any actions but is not considered helpless.
If the subject can't carry out the Illithid's command on its next turn, the ability automatically fails. This ability increases the Illithid's CR by 1 or replaces the Psionic Cloak ability.
Malicious Spite (Su): (DC 20) The Illithid's standard mind blast carries a secondary, more insidious effect. It invokes feelings of a driving malicious intent within the party. The target's malice is directed at any one person within sight, at the Illithid's choosing. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target's actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.
Each day, the target takes 2 points of Wisdom damage as the all-encompassing spite dominates its thoughts. The target can only alleviate the ability damage by acting upon the emotion and performing a spiteful act. Examples of spiteful acts are spiking the target's drink to make it an easier target for thugs, damaging the target's property, starting foul rumors about the target, framing the target for a crime, paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to physically harm the target.
When the ability ends, the target remembers the spiteful behavior, but not the motivation for it. This lasts for about 10 days, and often it is the worst experience with the Mind Flayer's targets... a slow brewing madness that can lead to the deaths of all involved with the Flayer's attack, even if they happened to kill the Mind Flayer in question. This ability is equivalent to a 4th level spell and its DC is charisma based. This ability reduces it's Psi-like abilities to being usable only 3/Day each, rather than at will.
Spells
Sorcerer Cantrips
(CR) Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Read Magic: Read scrolls and spellbooks.
(APG) Spark: Ignites flammable objects.
1st-Level Sorcerer Spells (8/Day)
(CR) Endure Elements: Exist comfortably in hot or cold regions.
(UM) Bungle: Target takes a –20 penalty on its next attack roll or check.
Forced Quiet: Target cannot make loud noises.
Unprepared Combatant: Target takes –4 on initiative and Reflex saves.
(UC) Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
2nd-Level Sorcerer Spells (8/Day)
(CR) Blindness/Deafness: Makes subject blinded or deafened.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
(APG) Dust of Twilight: Black particles extinguish light sources within area.
(UM) Protective Penumbra: Shadow protects the target from light.
3rd-Level Sorcerer Spells (7/Day)
(CR) Fireball: 1d6 damage per level, 20-ft. radius.
(UM) Force Punch: Target takes force damage and is pushed away.
(UC) Hostile Levitation: Levitates the targeted creature up off the ground.
4th-Level Sorcerer Spells (6/Day)
(UC) Obsidian Flow: Converts the surface of the ground into molten glass.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
5th-Level Sorcerer Spells (4/Day)
(UC) Wreath of Blades F: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
Psionic Flayer
Not all Flayers are arcane casters, many are purely Psionic, manifesting powers instead of spells.
Changes: Lose Arcane Spells and gain Powers list.
Powers
Power Points / Day: 113/113
1ST-LEVEL PSION POWERS
Conceal Thoughts: You conceal your motives.
Ectoplasmic Sheen A: Makes 10-ft. square or one object slippery.
Empathic Connection A: Makes one person your friend.
Force Screen A: Invisible disc provides +4 shield bonus to AC.
Mindlink A: You forge a limited mental bond with another creature.
2ND-LEVEL PSION POWERS
Aversion A: Subject has aversion you specify.
Biofeedback A: Gain damage reduction 2/–.
Brain Lock A: Subject cannot move or take any mental actions.
Compelling Voice A: Compels subject to follow stated course of action.
Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
Inflict Pain A: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
Read Thoughts A: Detect surface thoughts of creatures in range.
3RD-LEVEL PSION POWERS
Crisis of Breath A: Disrupt subject’s breathing.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
False Sensory Input A: Subject sees what isn’t there.
Sharpened Edge: Doubles normal weapon’s threat range.
Telekinetic Force A: Move or hurl an object with the force of your mind.
4TH-LEVEL PSION POWERS
Fold Space A: Teleports you short distance.
Memory Modification: Changes 5 minutes of subject’s memories.
Mind Control A: Control target telepathically.
Mindwipe A: Subject’s recent experiences wiped away, bestowing negative levels.
Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.
5TH-LEVEL PSION POWERS
Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
Note: all powers marked with an "A" in the title are capable of being Augmented for greater power.
{table=head]{colsp=5}Table: Organization
Group Size| Flayers | Slaves| CR | Encounter Chance
Solitary |1 |3 - 5 |12 |55%
Pair |2 |4 plus 1d4 |14 |25%
Ambush Party |2 plus 1d3 |9 plus 1d6 |18 |15%
War Party |4 plus 1d6|20 plus 2d10 |25 |5%
Colony |8 plus 2d10 |100 plus 2d100 |--- |---
Hive |17 plus 3d10 |600 plus 3d100 |--- |---
Hive-World |28 plus 2d20|10,000 plus 10d100 |--- |---[/Table]
This strange humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and glistening with slime, colored either greenish-mauve or a darker magenta. The creature’s head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes. It's mouth, a revolting thing shaped like a lamprey’s maw, constantly drips an oily slime when it is not siphoning out the brains of living prey.
http://s17.postimage.org/xa40kqe8f/Psy_Hunter_by_WDFloyd.jpg
Mind flayers, also called illithids, are so insidious, diabolical, and powerful that all denizens of the dark fear them. They bend others to their will and shatter enemies’ minds. In addition to being highly intelligent, wholly evil, and terribly sadistic, mind flayers are utterly self-serving. If an encounter turns against the creature, it flees at once, caring nothing for the fate of its companions or servitors.
Ruling nearly every world within the dark tapestry, The Mind Flayers dominated nearly all life left within a blackening material plane at the ends of time. Discovering an ancient Drow ritual from their newly acquired hosts, the Mind Flayers blackened the Sun around each world they attacked and conquered. This allowed them to conquer without fear of a star's light again.
Centuries went by on until they encountered a problem, they ran out of supplies to the Sol Star System and invented the Nautilus (a tapestry ship that gave them capabilities to spread to new star systems). Spreading like a plague, blackening each star as they fell through the atmospheres of new worlds. The Mind Flayers claimed each new world as if they were food markets, enslaving all who stood in the way.
Then they entered a system that did not agree with them. The race of living constructs known as the Timeforged (http://www.giantitp.com/forums/showthread.php?t=245156) lay spread in between a large cluster of binary stars, in a flotilla-like solar-powered collection of ships. As the first stars fell dark, the construct struck back with over a billion ships. They repulsed the first wave of Nautilus' without problem; However, this was just the start of the War of the Tapestry. Centuries of Death and entire worlds were eliminated in the bitter grapple of these two opposing forces.
Finally, the Timeforged created a new disease to battle the Mind Flayers, causing the host-bodies of the Mind Flayers to radiate intense light. The Flayers created a way of traveling one way through time, leaping back in time to escape destruction from the spreading "Radiant Plague". The Timeforged learned of this and choose to send its own forces back. While the Mind Flayers were successful, the Timeforged were less effective.
Slaves: Slaves are important to Mind Flayer society. Slaves are kept and bred for food, labor, gambling, or even guarding their secrets. Half of the slaves typically kept are goblin for their quick breeding and overall usefulness in small, dark spaces (Mind Flayers have claimed that a goblin’s cunning and throughout wickedness adds unique flavor to their brains, although this might just be Mind Flayer humor) while the other half are miscellaneous and typically much larger and fearsome.
NE Medium aberration (Mind Flayer)
Init +7; Senses See In Darkness; Perception +20
Exp: 12,800 XP
Defense
AC 21, Touch 18, Flat-Footed 18 (+5 deflection, +3 Dex, +3 natural)
HP 90 (10d8+10)
Fortitude: +6; Reflex: +8; Will: +10
Spell Resistance: 25
Weakness: Sun Weakness (see below)
Offense
Speed: 30 ft.
Ranged: +1 Illithid Caustic Podcannon +11/+6 ranged 60 ft. (2d6+1 piercing plus 1d6 acid / 20x3)
Melee: +1 Illithid Shredder +10/+5 melee (2d4+3 slashing / 18-20x2)
Melee: 4 tentacles +9/+7/+5/+3 melee (1d4+2)
Melee: 2 Claws +9/+7 melee (1d4+1)
Full Attack: 4 tentacles +9/+7/+5/+3 melee (1d4+2 bludgeoning plus 1d4 acid / 20x2) and 2 Claws +9/+7 melee (1d4+1 slashing / 20x2)
Special Attacks: improved grab, extract, implant (DC 23 will or fall unconscious; 1/round; Heal DC 30 or remove disease), mind blast (60 ft. cone; DC 20 will save; Stunned for 3d4 rounds)
Statistics
Str 14, Dex 16, Con 12, Int 20, Wis 16, Cha 22
Base Atk: +7; CMB: +9 (+11 on grapple attempts, no AoOs, +2 bonus on grapple checks per tentacle attached); CMD: 22
Feats: Improved Grapple B, Multiattack B, Combat Casting, Improved Initiative, Weapon Finesse, Great Fortitude, Lightning Reflexes
Skills: (-0 Armor Check Penalty) Acrobatics 5 ranks (+11), Athletics 5 ranks (+10), Bluff 10 ranks (+19), Diplomacy 10 ranks (+19), Escape Artist 2 ranks (+8), Intimidate 10 ranks (+19), Knowledge 10 ranks each (arcane, planes) (+18), Perception 8 ranks (+20), Spellcraft 5 ranks (+13), Stealth 5 ranks (+11), Survival 5 ranks (+11), and UMD 5 ranks (+12).
Languages: Aquan, Auran, Common, Ignan, Terran, Undercommon; Telepathy 100 ft.
SQ: Psionic cloak, Unnatural Vision
Ecology
Environment: Underground. Mind Flayers need damp, warm climate without sunlight to survive and propagate.
Average Wealth: 11,500 gp est. plus anything the minions are equipped with (typically only masterwork weapons and armor at the most)
Treasure: NPC gear plus one +1 Shredder (+1 cost, 2500 gp est.) and one +1 Podcannon (+2 cost, 9000 gp est.)
Abilities
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.
Implant (Ex): A Mind Flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically injects an embryo into the grappled host’s body.
The host begins to lose consciousness (DC 22; 1/round; duration continuous until cured; cure surgery (DC 30; deals 2d6 slashing damage in process) or remove disease spell. Incubation is three days, after which a fully ground Mind Flayer bursts from inside the host's body, killing it instantaneously.
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.
Improved Grab (Ex): To use this ability, a Mind Flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A Mind Flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head.
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 check. 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.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 20 Will save or be stunned for 3d4 rounds. Mind Flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.
Psionics (Sp): At will—charm monster (DC 20), detect thoughts (DC 17), levitate, plane shift, suggestion (DC 19). ECL 10th; The save DCs are Charisma-based.
Sun Weakness (Ex): A Mind Flayer’s skin is sensitive to exposure to sunlight; its skin begins to dry out and burn, causing the Mind Flayer great pain. Direct exposure to sunlight causes -2 Con damage and is dazzled, and each minute spent in the light causes an addition -2 Con drain until the Mind Flayer dies a painful death that turns its body into dry withered husk.
A Sunlight or Sunburst spell causes damage equal to exposure but typically doesn’t last long enough to do such drain. However, the damage such spell inflicts can kill it in its own right, dealing double damage to them and are dazzled while within said light.
Unnatural Vision (Ex): A Mind Flayer sees and hears through its entire body; this gives it a +6 racial bonus to Perception checks, it can see perfectly in darkness, and makes it impossible to derive any benefit from flanking it.
Psionic Cloak (Su): As long as the Mind Flayer is conscious, a tangible field of psionic force emits from its body to protect itself from attacks. This is a deflection bonus to armor class equal to half the Mind Flayer’s hit dice.
Furthermore, If the Mind Flayer chooses (swift action each round), it can activate a cloaking effect, instead of increasing its AC passively. This ability then functions as the Invisibility Sphere spell.
Alternate Abilities
Illithids often have varying abilities based on a number of factors. Only the Flayers know all the reasons for why they often have such varying abilities, but this knowledge isn't being shared...
Brainwashing Glare (Su): (DC 21) Some Illithids have the ability to affect any target that looks into the Mind Flayer's terrible gaze. It allows the Illithid to give the victim a single telepathic command per round, which it obeys to the best of its ability at its earliest opportunity.
Creatures within 30 ft. must succeed a will save each round unless it takes proper methods of averting their gaze. This ability is equivalent to a 5th level mind-affecting compulsion effect and the save is charisma based. The Illithid may select from the following options.
Approach: On its turn, the subject moves toward the Illithid as quickly and directly as possible for several rounds. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until freed.
Fall: On its turn, the subject falls to the ground and remains prone for a number of rounds. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from the Illithid as quickly as possible until freed. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for a number of rounds. It may not take any actions but is not considered helpless.
If the subject can't carry out the Illithid's command on its next turn, the ability automatically fails. This ability increases the Illithid's CR by 1 or replaces the Psionic Cloak ability.
Malicious Spite (Su): (DC 20) The Illithid's standard mind blast carries a secondary, more insidious effect. It invokes feelings of a driving malicious intent within the party. The target's malice is directed at any one person within sight, at the Illithid's choosing. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target's actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.
Each day, the target takes 2 points of Wisdom damage as the all-encompassing spite dominates its thoughts. The target can only alleviate the ability damage by acting upon the emotion and performing a spiteful act. Examples of spiteful acts are spiking the target's drink to make it an easier target for thugs, damaging the target's property, starting foul rumors about the target, framing the target for a crime, paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to physically harm the target.
When the ability ends, the target remembers the spiteful behavior, but not the motivation for it. This lasts for about 10 days, and often it is the worst experience with the Mind Flayer's targets... a slow brewing madness that can lead to the deaths of all involved with the Flayer's attack, even if they happened to kill the Mind Flayer in question. This ability is equivalent to a 4th level spell and its DC is charisma based. This ability reduces it's Psi-like abilities to being usable only 3/Day each, rather than at will.
Spells
Sorcerer Cantrips
(CR) Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Read Magic: Read scrolls and spellbooks.
(APG) Spark: Ignites flammable objects.
1st-Level Sorcerer Spells (8/Day)
(CR) Endure Elements: Exist comfortably in hot or cold regions.
(UM) Bungle: Target takes a –20 penalty on its next attack roll or check.
Forced Quiet: Target cannot make loud noises.
Unprepared Combatant: Target takes –4 on initiative and Reflex saves.
(UC) Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
2nd-Level Sorcerer Spells (8/Day)
(CR) Blindness/Deafness: Makes subject blinded or deafened.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
(APG) Dust of Twilight: Black particles extinguish light sources within area.
(UM) Protective Penumbra: Shadow protects the target from light.
3rd-Level Sorcerer Spells (7/Day)
(CR) Fireball: 1d6 damage per level, 20-ft. radius.
(UM) Force Punch: Target takes force damage and is pushed away.
(UC) Hostile Levitation: Levitates the targeted creature up off the ground.
4th-Level Sorcerer Spells (6/Day)
(UC) Obsidian Flow: Converts the surface of the ground into molten glass.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
5th-Level Sorcerer Spells (4/Day)
(UC) Wreath of Blades F: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
Psionic Flayer
Not all Flayers are arcane casters, many are purely Psionic, manifesting powers instead of spells.
Changes: Lose Arcane Spells and gain Powers list.
Powers
Power Points / Day: 113/113
1ST-LEVEL PSION POWERS
Conceal Thoughts: You conceal your motives.
Ectoplasmic Sheen A: Makes 10-ft. square or one object slippery.
Empathic Connection A: Makes one person your friend.
Force Screen A: Invisible disc provides +4 shield bonus to AC.
Mindlink A: You forge a limited mental bond with another creature.
2ND-LEVEL PSION POWERS
Aversion A: Subject has aversion you specify.
Biofeedback A: Gain damage reduction 2/–.
Brain Lock A: Subject cannot move or take any mental actions.
Compelling Voice A: Compels subject to follow stated course of action.
Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
Inflict Pain A: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
Read Thoughts A: Detect surface thoughts of creatures in range.
3RD-LEVEL PSION POWERS
Crisis of Breath A: Disrupt subject’s breathing.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
False Sensory Input A: Subject sees what isn’t there.
Sharpened Edge: Doubles normal weapon’s threat range.
Telekinetic Force A: Move or hurl an object with the force of your mind.
4TH-LEVEL PSION POWERS
Fold Space A: Teleports you short distance.
Memory Modification: Changes 5 minutes of subject’s memories.
Mind Control A: Control target telepathically.
Mindwipe A: Subject’s recent experiences wiped away, bestowing negative levels.
Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.
5TH-LEVEL PSION POWERS
Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
Note: all powers marked with an "A" in the title are capable of being Augmented for greater power.
{table=head]{colsp=5}Table: Organization
Group Size| Flayers | Slaves| CR | Encounter Chance
Solitary |1 |3 - 5 |12 |55%
Pair |2 |4 plus 1d4 |14 |25%
Ambush Party |2 plus 1d3 |9 plus 1d6 |18 |15%
War Party |4 plus 1d6|20 plus 2d10 |25 |5%
Colony |8 plus 2d10 |100 plus 2d100 |--- |---
Hive |17 plus 3d10 |600 plus 3d100 |--- |---
Hive-World |28 plus 2d20|10,000 plus 10d100 |--- |---[/Table]