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Mind Flayer Psion (Telepath)

Mind Flayer Aberration 8/Telepath 2
CE Medium Aberration
Init +8; Senses Darkvision 60'; Listen +12, Spot +14
Languages Telepathy 100'

AC 26 (+5 Armor, +4 Dex, +5 Natural, +2 Deflection); Touch 16, Flat-Footed 22
hp 62 (10 HD)
PR 27
Fort +7, Ref +9, Will +16
Speed 30 ft.
Melee 4 Tentacles +11/+11/+11/+11 (1d4+1)
Base Atk +7; Grp +8
Atk Options Mind Blast, Psionics, Improved Grab, Extract
Def Options Psionics
Power Points 150
Powers Known ML 11th
6th level -- energy barrage (11pp - Reflex DC 24), inconstant location (11 pp)
5th level -- true seeing, psionic (9 pp), psychic crush (9 pp - Will DC 23), plane shift, psionic (9 pp), mind probe (9 pp - Will DC 23)
4th level -- death urge (11 pp - Will DC 24), schism (7 pp), modify memory, psionic (7 pp - Will DC 22), dominate, psionic (11 pp - Will DC 24)
3rd level -- body adjustment (11 pp), time hop (5 pp - Will DC 21), share pain, forced (11 pp - Will DC 24), empathic transfer, hostile (11 pp - Will DC 21)
2nd level -- recall agony (9 pp - Will DC 23), biofeedback (9 pp), suggestion, psionic (3 pp - Will DC 20), aversion (3 pp - Will DC 20)
1st level -- energy ray (11 pp), mind thrust (11 pp - Will DC 25), force screen (9 pp), crystal shard (11 pp), charm, psionic (5 pp - Will DC 21)
Mind Blast

Abilities Str 12, Dex 18, Con 14, Int 22, Wis 18, Cha 19
Feats Combat Manifestation, Empower Power, Improved Initiative, Psionic Meditation, Weapon Finesse
Skills Bluff +8, Concentration +14, Diplomacy +5, Gather Information +6, Hide +8, Intimidate +14, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +14, Knowledge (History) +9, Knowledge (Local) +10, Knowledge (Psionics) +15, Knowledge (Religion) +11, Knowledge (The Planes) +14, Listen +12, Move Silently +15, Psicraft +14, Search +11, Sense Motive +7, Spot +14, Use Psionic Device +6
Possessions Headband of Intellect +4, Cloak of Resistance +3, Amulet of Natural Armor +2, Ring of Dexterity +2, Ring of Protection +2, Boots of Elvenkind, Bracers of Armor +5
Mind Blast (Sp) -- This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.
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.
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.
Height 6'2; Weight 185 lbs.; Hair None; Skin Gray Blue;

CR 11

Encounter Treasure

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Race keywords: Illithid, Mind Flayer
Class keywords: Psion, Psion, Telepath, Telepath
Sourcebooks: Complete Psionic, Dungeon Master's Guide, Expanded Psionics Handbook, Monster Manual, Player's Handbook

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