Monster CR 26
NN Medium Wizard (human)
Init ; Senses Listen +20, Spot +13
Language Common
Aura Fear DC 23
AC 34 (Dex 4 , armor 3 , natural 7 , deflection 3 , insight 7) T 24, FF 23
hp 150 (23HD)
Fort +3 Ref +4 Will +9
Speed 30 ft. (6 squares), burrow 20 ft.
Melee Tentacle ()
Melee Staff of Necromancy ()and
Melee ()
Base Atk +17, Grp +17
Attack OptionsExtract, Improved Grab, Paralyzing touch
SQ Darkvision 60 ft., Immujne to cold, electricity, polymorph, and mind affecting attacks, low-light vision,, Mindblast, telepathy 100 ft., turn resistance +4, undead type
Spell-like Abilities 16+ spell level CL
at will - astral projection, charm monster, detect thoughts, levitagte, plane shirt, suggestion,
Wizard Spells 4/7/6/6/6/6/4/3/2 DC 19+ spell level (+2 vs divination), CL 15 (+2 vs SR)
8th - dominate monster, maze
7th -energy immunity, finger of death, spell turning
6th - chain lightning, circle of death, greater dispel magic, greater dispel magic
5th - cloudkill, cone of cold, disintegrate, dominate person, hold monster, prying eyes
4th -stoneskin, black tentacles, greater invisiblity, phantasmal killer, polymorph, wall of fire
3rd - , "),displacement, greater mage armor, curse of the putrid husk, dispel magic, hold person
2nd - blindness/deafness, blur, ghoul touch, glitterdust, scorching ray (3 rays ), touch of idiocy
1st -shield, color spray, grease, magic missile, magic missle, shield, sleep
Cantrips - daze, light, minor illusion, prestidigitation
Abilities Str 10 Dex 18 Con 10 Int 29 Wis 21 Cha 22
Feats Combat Casting, Epic Toughness, Greater Spell Penetration, Improved Initiative, Imrpoved Intiative, Spell Focus (necromancy), Spell Penetration, Weapon Finess
Skills Bluff +14, Concentration +10, Diplomacy +10, Disguise +6 (+8 acting), Hide +12, Intimidate +12, Knowledge (religion) +17, Listen +20, Move Silently +12, Sense Motive +9, Spot +13
Equipment Staff of Necromancy, +1 crossbow, heavy, mwk dagger, ring of protection +2, headband of intellect +4, gloves of dexterity +2, bracers of armor +3, amulet of health +2,
Init ; Senses Listen +20, Spot +13
Language Common
Aura Fear DC 23
AC 34 (Dex 4 , armor 3 , natural 7 , deflection 3 , insight 7) T 24, FF 23
hp 150 (23HD)
Fort +3 Ref +4 Will +9
Speed 30 ft. (6 squares), burrow 20 ft.
Melee Tentacle ()
Melee Staff of Necromancy ()and
Melee ()
Base Atk +17, Grp +17
Attack OptionsExtract, Improved Grab, Paralyzing touch
SQ Darkvision 60 ft., Immujne to cold, electricity, polymorph, and mind affecting attacks, low-light vision,, Mindblast, telepathy 100 ft., turn resistance +4, undead type
Spell-like Abilities 16+ spell level CL
at will - astral projection, charm monster, detect thoughts, levitagte, plane shirt, suggestion,
Wizard Spells 4/7/6/6/6/6/4/3/2 DC 19+ spell level (+2 vs divination), CL 15 (+2 vs SR)
8th - dominate monster, maze
7th -
6th - chain lightning, circle of death, greater dispel magic, greater dispel magic
5th - cloudkill, cone of cold, disintegrate, dominate person, hold monster, prying eyes
4th -
3rd - , "),
2nd - blindness/deafness, blur, ghoul touch, glitterdust, scorching ray (3 rays ), touch of idiocy
1st -
Cantrips - daze, light, minor illusion, prestidigitation
Abilities Str 10 Dex 18 Con 10 Int 29 Wis 21 Cha 22
Feats Combat Casting, Epic Toughness, Greater Spell Penetration, Improved Initiative, Imrpoved Intiative, Spell Focus (necromancy), Spell Penetration, Weapon Finess
Skills Bluff +14, Concentration +10, Diplomacy +10, Disguise +6 (+8 acting), Hide +12, Intimidate +12, Knowledge (religion) +17, Listen +20, Move Silently +12, Sense Motive +9, Spot +13
Equipment Staff of Necromancy, +1 crossbow, heavy, mwk dagger, ring of protection +2, headband of intellect +4, gloves of dexterity +2, bracers of armor +3, amulet of health +2,
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the lich's level.
Paralyzing Touch (Su): Any living creature the lich touches must succeed at a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive. This power works in conjunction with the lich's damaging touch (see above).
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 27) or be stunned for rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will - astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 19 + spell level).
Improved Grab (Ex): To use this ability, the mind flayer must hit a Small to Large creature with its tentacle attack. If it gets a hold, it 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.
After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or 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 successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.
Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.

