Male Half-Illithid Naztharune Rakshasa
LE Medium Aberration (Augmented Outsider, Native)
darkvision 60 ft., detect thoughts 60 ft. (DC 19); Listen +16, Spot +16
Common, Infernal, Undercommon
25, touch 15, flat-footed 20; +5 Dex, +6 natural, +4 armor
93 (11 HD); DR 15/good and piercing
improved evasion, improved uncanny dodge
40 ft. (8 squares)
short sword +15/+10/+5 (1d6+2/19-20) and short sword +15 (1d6+1/19-20) and 4 tentacles +11 (1d4+1 and improved grab) or
2 claws +16 (1d4+2) and 4 tentacles +11 (1d4+1 and improved grab)Ranged
composite shortbow (+2 Str bonus) +16/+11/+6 (1d6+2/x3; 110 ft./x10; 20 arrows)
extract, improved grab, sneak attack +6d6
change shape, shadow jump (20 ft.), mind blast
Psi-Like Abilities Half-Illithid
~ 3/day - suggestion
(DC 17), levitate
~ 1/day - charm monster
Str 14, Dex 20, Con 18, Int 19, Wis 15, Cha 19
hide in plain sight, outsider traits
Improved Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Balance +21, Bluff +22*, Diplomacy +6, Disguise +22* (+24* acting), Escape Artist +19, Hide +19, Intimidate +6, Jump +8, Listen +16, Move Silently +19, Search +18, Spot +16, Survival +2 (+4 following tracks), Tumble +21, Use Rope +5 (+7 bindings)
mithral chain shirt
Detect Thoughts (Su):
A naztharune rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 17 negates). It can suppress or resume this ability as a free action.
Improved Evasion (Ex):
If a naztharune rakshasa is exposed to any effect that normally allows a Reflex saving throw for half damage, it takes no damage with a successful saving throw and only half damage on a failed save.
Improved Uncanny Dodge (Ex):
A naztharune rakshasa can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed, and cannot be flanked except by a rogue of at least 15th level.
Sneak Attack (Ex):
If a naztharune rakshasa can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. Basically, the naztharune rakshasa's attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the naztharune rakshasa flanks its target. This extra damage is 6d6 points. Should the naztharune rakshasa score a critical hit with a sneak attack, this extra damage is not multiplied.
Improved Grab (Ex):
To use this ability, a half-illithid 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 half-illithid can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a half-illithid 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, but the half-illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
A half-illithid that begins its turn with all four tentacles attached and wins a grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Change Shape (Su):
A naztharune rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a naztharune loses its claw attacks (although it usually uses weapons and armor). A naztharune rakshasa typically remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a naztharune reverts to its natural form when killed. A true seeing
spell reveals its natural form.
Mind Blast (Sp):
Once per day, a half-illithid can produce a mind blast
in a cone 40 feet long. Anyone caught in this area must succeed on a Will save (DC 19) or be stunned for 1d4 rounds. This ability is equivilent of a 4th-level spell.
Shadow Jump (Su):
A naztharune rakshasa has the ability to travel between shadows as if by means of a dimension door
spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A naztharune can jump up to 20 feet each day in this way; this can be a single jump of 20 feet or two jumps of 10 feet each.
Hide in Plain Sight (Su):
A naztharune rakshasa can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a naztharune rakshasa can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
*If it is reading an opponent's mind, a naztharune rakshasa gains a +4 bonus on Bluff and Disguise checks. When using change shape, it gains an additional +10 circumstance bonus on Disguise checks.