Monster CR 11
Mind Flayer Usually lawful evil Medium AberrationInit ; Senses Listen Spot
Language understands Common; telepathy 100 ft.
AC 15 (Dex 2, natural 3) T 12, FF 13
hp 110 (20d8+20)
SR 28
Fort Ref Will
Speed 30 ft.
Melee tentacle ()
Melee 4 tentacles ()
Base Atk +15, Grp +16
Attack Options improved grab, extract
Special Actions mind blast, psionics
SQ SR 28, telepathy 100 ft.
Spell-like Abilities (CL 20th; DC 14 + spell level; Cha)
At will—astral projection, charm monster, detect thoughts, levitate, plane shift, suggestion
Abilities Str 12 Dex 14 Con 12 Int 20 Wis 17 Cha 19
Feats Ability Focus (mind blast), Alertness, Combat Casting, Improved Initiative, Iron Will, Spell Penetration, Weapon Finesse
Skills Bluff , Concentration , Diplomacy , Disguise (+6 acting), Hide , Intimidate , Knowledge (any) , Listen , Move Silently , Sense Motive , Spot
Features
Mind Blast (Sp) 60-ft. cone; Will DC 26 or stunned for rounds. (DC includes Ability Focus.) Advanced illithids often open with mind blast, then pick stunned prey.
Psionics (Sp) As the spells cast by a 20th-level sorcerer (save DC 14 + spell level). See Spell-like Abilities.
Improved Grab (Ex) Must hit a Small to Large creature with a tentacle. On a hold, attaches that tentacle to the opponent’s head (can grab Huge+ only if it can reach the head). After a successful grab, may attach remaining tentacles with a single grapple check. Escape: one successful grapple or Escape Artist check; mind flayer gains +2 circumstance per tentacle already attached at the start of the opponent’s turn.
Extract (Ex) If it begins its turn with all four tentacles attached and maintains the hold, it extracts the brain, killing the creature instantly.
Telepathy (Su) Communicate telepathically with any creature within 100 ft. that has a language.
Advanced by +12 racial HD (aberration: +1 CR per 4 HD). Medium size retained (MM advances illithids by class, not size). Ability bumps: Int +1, Cha +2. Prefer range and mind blast; melee tentacles only if cornered.
