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Mind Flayer (Illithid) in Dungeons & Dragons 3.5

Mind Flayer (Illithid) - CR: 8
SpeciesIllithid
SubspeciesMind Flayer
SizeMedium
TypeAberration
Hit Dice8d8+8 (105 hp)
Speed30'
AbilitiesStr 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Special QualitiesDarkvision 60', SR 25, Telepathy 100'
EnvironmentAny underground
OrganizationSolitary, pair, inquisition (3-5) or cult (3-5 plus 6-10 grimlocks)
TreasureDouble Standard
AlignmentLE
AdvancementBy character class
Level Adjustment+7
Skills
Bluff +11, Concentration +11, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +9, Knowledge (any) +10, Perception +11, Sense Motive +7, Stealth +10
Feats
Combat Casting, Improved Initiative, Weapon Finesse
Combat
Initiative+6
Armor Class (AC)AT 4 (40) [+6 base, +2 dex]; Flat-footed 4  
Base Attack+30%/+35% [+1]
Full Attack4 Tentacles +40% [+1] (max Medium)
Space/Reach5 ft./5 ft.
Special AttacksMind Blast, Psionics, Improved Grab, Extract
SavesFort +3, Ref +4, Will +9
Description
Mind Blast (Psi): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 17 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 psionic power.

Psionics (Psi): At will - charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16). Effective caster level 8th. The save DCs are Charisma-based.

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.

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