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
Spoiler
Hide
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.