Voidmind Umber Hulk
Male Voidmind Umber Hulk
LE Large Aberration
darkvision 60 ft., tremorsense 60 ft.; Listen +11, Spot +0
confusing gaze (30 ft., Will DC 14)
23, touch 11, flat-footed 21; -1 size, +1 Dex, +8 natural)
107 (8 HD); DR
acid, ability damage, ability drain, energy drain, mind-affecting effects;
20 ft. (4 squares), burrow 20 ft.
2 claws +14 (2d4+9) and bite +12 (2d8+5) or
tentacle +14 (1d8+13)
10 ft./10 ft. (15 ft. with tentacle)
improved grab (tentacle, +4), constrict 1d8+12, sentient tentacle
cone of slime (DC 20), confusing gaze (Will DC 14)
Str 27, Dex 15, Con 23, Int 13, Wis 11, Chr 11
mind flayer host
Alertness, Combat Reflexes, Great Fortitude, Multiattack, Toughness
Climb +14, Intimidate +15, Jump +7, Listen +11, Spot +0
Possessions bracers of mighty fists +1
Confusing Gaze (Su):
as the spell, 30 feet, caster level 8th, Will DC 14 negates.
Cone of Slime (Su):
-- Once per day as a standard action, can expel the psionically charged slime in its head in a 30 ft. cone. This attack deals 8d6 acid damage; a successful Reflex save DC 20 halves the damage. In addition, any creature that takes damage from the spray takes a -2 penalty on its Will saves and is stunned for 1d4+1 rounds (a successful Fortitude save negates the stun, same DC as above). The psionic slime replenishes itself in 24 hours.
-- A voidmind creature gains the ability to constrict its victim with a successful grapple check. When it constricts, its tentacle deals 1d8+12 damage.
Improved Grab (Ex):
-- To use this ability, a voidmind creature must hit a creature of its size category or smaller with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. A voidmind creature has a +4 racial bonus on grapple checks made with its tentacle (not included in the statistics above). If the creature wins the grapple check, it establishes a hold and can constrict.
Sentient Tentacle (Ex):
-- A voidmind creature’s tentacle attacks of its own accord. The creature can direct it to attack certain targets, but the psionic nature of the tentacle enables it to flex and move in combat without hindering the creature’s other combat abilities. A voidmind creature that has successfully grappled a creature with its tentacle can attack another creature at no penalty, as long as that creature is within a distance equal to the tentacle’s reach.
Mind Flayer Host (Su):
Three mind flayers form a bond with any voidmind creature they create. A different mind flayer cannot bond itself to a voidmind creature after creation. The creature’s masters are instantly aware if the creature takes any damage, wanders out of range of their control, or is the target of any magic. Also as a result of this bond, the masters can, as a standard action, see and hear through the eyes and ears of their bonded voidmind creature to a range of five miles. Maintaining this link requires a mind flayer to concentrate, but the mind flayer remains aware of its surroundings and can move normally.
Any one of the three masters can take control of the voidmind creature, at will, as the dominate monster
spell (no save). While controlling the voidmind creature in this fashion, a mind flayer can manifest its own innate psionic abilities through the voidmind creature, as though the creature were manifesting the ability itself. Any of the mind flayer’s psionic powers used in this fashion can target or affect creatures within range, line of sight, and line of effect of the voidmind creature. So, for example, a mind flayer can use plane shift
to send the voidmind creature to another plane, or it could send itself to another plane. Likewise, the mind flayer could use suggestion
on a target it sees through the voidmind creature’s eyes.
NOTE: If the encounter is intended to include the voidmind creature being controlled by one of his masters (with full use of the master's psionic abilities and mind blast), the CR for this encounter should be increased to at least equal that of the master in question. The CR as listed is appropriate for a voidmind creature that is using only its own abilities, perhaps with one or all of the masters observing.