Surprisingly, having a brainwashed half-Uvuudaum half-Illithid tell me that mind flayers are not all bad doesn't convince me very much...

Quote Originally Posted by Sand Tentacle
Many call mind flayers parasites, sadists without ethics, pure evil in flesh, and all this is true, but it isn't all true. First of all mind flayers are pure intelligence, yes, it's the root of all their negative traits, but also it is a feature itself. Mind flayers are researchers, explorers, and scientists with an insatiable thirst for knowledge. But pure knowledge without embodiment... is less than nothing. Theory without practice is dead. And mind flayers try to embody their knowledge. Of course with some benefit for themselves.
That's why they all time are trying to make new breeds of slaves and new ways for ceremorphosis - researching and tests, basis of every science. That's how Sand Tentacle was made. Three illithids were experimenting with a new breed of promising slaves. They get young asherati - humanoid who could literally "swim" through sand! - and transform he into voidmind creature - remove most of his brain and replace it with special psionic substance. Then they started ceremorphosis with him, but not in conventional way. They used an unusual tadpole, which hatched from an unusual egg. Eggs are spawned hermaphroditicaly in the norm, but this time the leader of the research group acted differently. He used his psionic powers to travel to the Far Realms itself. There he found uvuudaum and mate with him. After that he spawned only few, but very powerful eggs, one of this eggs gave the start tadpole from which Sand Tentacle was originated.

Actually Sand Tentacle was a great success! Yes, the method is very dangerous and asheratis are a rare supply, but just a few such useful thralls could be enough. Alas, this discovery did not see the light of day. In the very few days after the successful experiment all three mind flayers were assassinated by the group of githyanki. But the experiment itself survived, hiding beneath the sand floor of the illithids' lair.


CE Half-Farspawn Half-Illithid Voidmind Asherati Spell to Power Erudite 7/Flayerspawn Psychic 5


Spoiler: Stats
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Abilities Initial Half-Illithid Half-Farspawn Voidmind 4th 8th 12th Total
STR 12 2 4 18
DEX 12 2 2 16
CON 15 6 4 1 26
INT 16 4 2 1 1 24
WIS 8 4 4 16
CHA 14 4 2 -2 18


Spoiler: Table
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Level Class BAB F R W Skills Feats Class Features
0th AsheratiSandstorm, p. 37 Heat EnduranceSandstorm, p. 50 (B) Body lamp, natural dryness, sandswim, water vulnerability
2nd VoidmindMonster Manual III, p. 187 LA +2 Alertness (B), Combat Reflexes (B), Great Fortitude (B) Cone of slime, constrict, DR 5/magic, improved grab, immunities (acid, mind-affecting effects, ability damage, ability drain, and energy drain), sentient tentacle, spell resistance
4th Half-IllithidFiend Folio, p. 90 LA +2 Darkvision, extract, improved grab, Mind Blast, Psionics, spell resistance, telepathy 100 ft.
8th Half-FarspawnLords of Madness, p. 151 LA +4 Acid and electricity resistance 10, Blindsight 60ft., change shape, DR 5/magic, poison Immunity, spell resistance, SLAs, true strike
9th Spell to Powerlink EruditeComplete Psionic, p. 153 1 0 0 0 2 32: {+4} Concentration: 4; {+4} Decipher Script: 4; {+2} Knowledge (arcana): 2; {+2} Knowledge (dungeoneering): 2; {+2} Knowledge (local): 2; {+4} Knowledge (psionics): 4; {+2} Knowledge (religion): 2; {+4} Knowledge (the planes): 4; {+4} Psicraft: 4; {+4} Spellcraft: 4; MindsightLords of Madness, p. 126 (1), Psicrystal Affinity (B) Psicrystal Affinity, convert spell to power, blur 3/day, detect thoughts 3/day
10th Erudite 2 1 0 0 3 8: {+1} Concentration: 5; {+1} Decipher Script: 5; {+1} Knowledge (arcana): 3; {+1} Knowledge (dungeoneering): 3; {+1} Knowledge (local): 3; {+1} Knowledge (psionics): 5; Knowledge (religion): 2; Knowledge (the planes): 4; {+1} Psicraft: 5; {+1} Spellcraft: 5;
11th Erudite 3 1 1 1 3 8: {+1} Concentration: 6; {+1} Decipher Script: 6; {+3} Intimidate: 3; Knowledge (arcana): 3; Knowledge (dungeoneering): 3; Knowledge (local): 3; {+1} Knowledge (psionics): 6; Knowledge (religion): 2; Knowledge (the planes): 4; {+1} Psicraft: 6; {+1} Spellcraft: 6; Extended ReachSavage Species, p. 34 (3) Suggestion 3/day, touch of idiocy 1/day
12th Erudite 4 2 1 1 4 8: {+1} Concentration: 7; {+1} Decipher Script: 7; {+3} Intimidate: 6; Knowledge (arcana): 3; Knowledge (dungeoneering): 3; Knowledge (local): 3; {+1} Knowledge (psionics): 7; Knowledge (religion): 2; Knowledge (the planes): 4; {+1} Psicraft: 7; {+1} Spellcraft: 7;
13th Erudite 5 2 1 1 4 8: {+1} Concentration: 8; {+1} Decipher Script: 8; {+2} Intimidate: 8; Knowledge (arcana): 3; Knowledge (dungeoneering): 3; Knowledge (local): 3; {+1} Knowledge (psionics): 8; Knowledge (religion): 2; {+1} Knowledge (the planes): 5; {+1} Psicraft: 8; {+1} Spellcraft: 8; Illithid HeritageComplete Psionic, p. 62 (B) Bonus feat, levitate 3/day, stinking cloud 1/day
14th Erudite 6 3 2 2 5 8: {+1} Concentration: 9; Decipher Script: 8; {+1} Intimidate: 9; {+1} Knowledge (arcana): 4; {+1} Knowledge (dungeoneering): 4; {+1} Knowledge (local): 4; {+1} Knowledge (psionics): 9; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 9; {+1} Spellcraft: 9; Illithid LegacyComplete Psionic, p. 62 (6)
15th Erudite 7 3 2 2 5 8: {+1} Concentration: 10; Decipher Script: 8; {+1} Intimidate: 10; {+1} Knowledge (arcana): 5; {+1} Knowledge (dungeoneering): 5; {+1} Knowledge (local): 5; {+1} Knowledge (psionics): 10; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 10; {+1} Spellcraft: 10; Blink 3/day, charm monster 1/day
16th Flayerspawn PsychicComplete Psionic, p. 30 1 3 2 2 7 9: {+1} Bluff: 1; {+1} Concentration: 11; Decipher Script: 8; {+1} Disguise: 1; {+1} Intimidate: 11; Knowledge (arcana): 5; Knowledge (dungeoneering): 5; Knowledge (local): 5; {+1} Knowledge (psionics): 11; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 11; {+2 CC} Spellcraft: 11; {+1} Use Psionic Device: 1; Illithid BlastComplete Psionic, p. 61 (I) Illithid Blast (15-ft. cone, stun 1d4 rounds)
17th Flayerspawn Psychic 2 4 2 2 8 9: {+1} Bluff: 2; {+1} Concentration: 12; Decipher Script: 8; {+1} Disguise: 2; {+1} Intimidate: 12; Knowledge (arcana): 5; Knowledge (dungeoneering): 5; Knowledge (local): 5; {+1} Knowledge (psionics): 12; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 12; {+2 CC} Spellcraft: 12; {+1} Use Psionic Device: 2; Illithid GrappleComplete Psionic, p. 61 (9), Illithid Grapple (I) Illithid feat, greater invisibility 1/day
18th Flayerspawn Psychic 3 4 3 3 8 9: {+1} Bluff: 3; {+1} Concentration: 13; Decipher Script: 8; {+1} Disguise: 3; {+1} Intimidate: 13; Knowledge (arcana): 5; Knowledge (dungeoneering): 5; Knowledge (local): 5; {+1} Knowledge (psionics): 13; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 13; {+2 CC} Spellcraft: 13; {+1} Use Psionic Device: 3; Illithid Blast 2/day
19th Flayerspawn Psychic 4 5 3 3 9 9: {+1} Bluff: 4; {+1} Concentration: 14; Decipher Script: 8; {+1} Disguise: 4; {+1} Intimidate: 14; Knowledge (arcana): 5; Knowledge (dungeoneering): 5; Knowledge (local): 5; {+1} Knowledge (psionics): 14; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 14; {+2 CC} Spellcraft: 14; {+1} Use Psionic Device: 4; Illithid Grapple (I) Illithid feat, telekinesis 1/day
20th Flayerspawn Psychic 5 5 3 3 9 9: {+1} Bluff: 5; {+1} Concentration: 15; Decipher Script: 8; {+1} Disguise: 5; {+1} Intimidate: 15; Knowledge (arcana): 5; Knowledge (dungeoneering): 5; Knowledge (local): 5; {+1} Knowledge (psionics): 15; Knowledge (religion): 2; Knowledge (the planes): 5; {+1} Psicraft: 15; {+2 CC} Spellcraft: 15; {+1} Use Psionic Device: 5; Illithid Grapple (12) Illithid Blast 3/day


Spoiler: Psi
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Known powers from levels.
Level Class New Powers (Level) Unique Powers per Day Maximum Power Level PP
9th Erudite 1 Detect Psionics (1), Sense Link (1), Telempathic Projection (1), Vigor (1), Deja Vu (1), Empathy (1), Bolt (1), Channel the Psychic DragonDrM (1) 1 1st 2+3
10th Erudite 2 Mind Thrust (1), Eidetic Lock (1) 2 1st 6+6
11th Erudite 3 Feat Leech (2), Identify, Psionic (2) 2 2nd 11+9
12th Erudite 4 Larval Flayers (2), Sustenance (2) 3 2nd 17+12
13th Erudite 5 Sense Link, Forced (2), Dispel Psionics (3) 3 3rd 25+15
14th Erudite 6 Body Purification (3), Solicit Psicrystal (3), Psionic Charm (1), Read Thoughts (1) 4 3rd 35+18
15th Erudite 7 Freedom of Movement, Psionic (4), Psychic Reformation (4) 4 4th 46+21
16th Erudite 7 - 5 4th 46+24
17th Erudite 8 Dimension Door, Psionic (4), Time Hop (4) 5 4th 58+28
19th Erudite 9 True Seeing, Psionic (5), Shatter Mind Blank (5) 5 5th 72+31
20th Erudite 10 Psychic Crush (5), Plane Shift, Psionic (5) 6 5th 88+35

Powers and converted Spells I want to have.
Spell Level Converted Spells & Discipline Powers
0th (8 per day) Launch BoltSC, Mage HandPHB, Detect MagicPHB
1st Blood WindSC, Deep BreathSC
2nd Mental Ragelink (Tel), Fuse ArmsSC, Fearsome GrappleSC, Extend TentaclesSC, Baleful TranspositionSC, Silver DragonmailCoV
3rd Evard's Menacing TentaclesPHB II, Water BreathingPHB, BurrowRoF
4th Wall of SandSC, Balor NimbusSC
5th Transmute Stone to SandSand


Spoiler: Disclaimer
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This build idea came to me several days before the current Iron Chef round reveal. My asherati is completely independent of IC entries. All the coincidences are accidental.


Spoiler: ECL=9
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This is the very beginning. Tentacle now is weak Erudite. All he could do - hide under sand and scout foes via Mindsight. He also know broad variety of powers, but strong limit of 1 power of every level per day hurts much.

Spoiler: ECL=15
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Erudite 7 is much better! Seven tentacles with 10-15 ft reach, Charm monster (even 1 per day), variety of powers and possibility to use them. Much much better.

If Tentacle could find Psionic Charm without taking Illithid Legacy feat, of course this feat should be replaced. For example with Psionic BodyExpanded Psionic Handbook, p. 49.

Spoiler: ECL=20
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Four more tentacles, powers up to 5th level including Plane Shift, True Seeing, and Transmute Stone to Sand, plus Greater Invisibility and Telekinesis SLA, stunting Illithid Blast. Tentacle has things to surprise opponents or be useful for friends.


Spoiler: Main tactic
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Tentacle swims in the sand in 5-10 ft below surface and attack with tentacles foes above him. Mindsight or Psicrystal helps with pinpointing. And due sentient tentacle SA all this eleven attacks costs no actions for Tentacle.


Spoiler: About "spells" and powers
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  1. Forced Sense Link could be used for better aiming at surface targets.
  2. It's hard to overestimate the value of the Blood Wind for creature with eleven tentacles.
  3. If Tentacle needs to attack a flying enemy combination of Bolt and Launch Bolt helps him.
  4. Deep Breath, Water Breathing, and Channel the Psychic Dragon are ways to overcome asherati's water vulnerability.
  5. Mental Rage if tentacles for some reason aren't an option.
  6. Wall of Sand and Transmute Stone to Sand will make sand to swim where there was none before.
  7. Silver Dragonmail is good free light armor.
  8. Baleful Transposition. Change places with some surface dweller being at the depth of fifty or even more feet under the sand... One of the "I win" buttons.
  9. Extend Tentacles - obvious.
  10. Fearsome Grapple and Evard's Menacing Tentacles give Sand Tentacle up to six more tentacles. This six, plus two hands, plus ten already existent (without Voidmind's goo tentacle), plus three times Fuse Arms (first - fuse all this into one pair, second - fuse pair into single one, third - sprout goo tentacle and fuse them one more time) and Tentacle will have Strength score of 58. Add here half-farspawn's True Strike and you have alpha strike with 15-20 reach, +49 AB, 1d6+36 damage Improved Grab and Constrict.