Shaalabhak the Mind Flayer
LE Medium Aberration
Init + 6 Senses darkvision 60 ft
AC 15 touch 12, flat-footed 13 (+ 2 Dex, + 3 natural)
Hp 44 (8d8+ 8)
Fort + 3, Ref + 4, Will + 9
Speed: 30 ft.
Melee: 4 tentacles + 8 (1d4+ 1 plus grab)
Special Attacks: extract
Spell-Like Abilities (CL 8th)
At will— Mind blast (DC 17), charm monster (DC 17),
detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16)
Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Base Atk +6 CMB +8 ( +12 grapple) CMD 19
Feats Agile Maneuvers, Combat Casting, Improved Initiative,
Skills Bluff +11, Diplomacy +11, Intimidate +11, Knowledge: dungeoneering +12, Perception +11, Sense Motive +11, Spellcraft +11 Stealth +10
Languages Aklo, Undercommon, telepathy 100 ft.
Mind Blast (Sp): This 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. The save DC is Charisma-based. This
ability is the equivalent of a 4th level spell.
Extract (Ex): To use this ability, must start a grab with a Small, Medium, or Large creature with its tentacle attack. Can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If he begins his 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 to his CMD for every tentacle that was attached at the beginning of the opponent’s turn. 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.