遭遇1:无敌蛮子
遭遇2:街上鼠人
遭遇3:钟楼鼠人
遭遇4:穴居人
费尔加(原数据基本未改动)
女性中立邪恶石盲蛮族巡林客 3 级/刺客 3 级
挑战等级 7;中型人形怪物;
生命骰 2d8+6 (石盲蛮族) 加 3d10+0 (巡林客) 加 3d6+9 (刺客);
生命值 69;
先攻调整值+5(+1 敏捷, +4 精通先攻);偏好城市额外+2
速度 30 尺;
防护等级 20(+1 敏捷, +4 天生, +4链甲衫, +1 防护戒指);
攻击+11 近战(1d8+6 加毒, +1 战斧)和+10 近战(1d6+2加毒,手斧);
特殊攻击:盲感,宿敌(人类+2),偷袭 +2d6,夺命攻击, 用毒;
特殊属性: 免疫, 嗅觉灵敏, 抗毒,离奇闪避;
强韧+7, 反射+8, 意志+5;
力量20, 敏捷 12, 体质 17, 智力 14, 感知 10, 魅力 4.
技能和专长: 攀爬+13, 易容+7, 躲藏+10, 聆听+7,潜行+10, 搜索+7, 侦察+7, 野外求生+7;
警觉, 顺势斩,精通先攻, 猛力攻击, 追踪。
特殊攻击:
盲感——近战不受减值, 并且能辨明 40 尺内的任何敌人;超出这个范围的目标视作全隐蔽。
宿敌——对人类的唬骗、聆听、察言观色、侦察、野外求生和伤害上得到+2 加值。
夺命攻击——观察对手 3 轮以后,偷袭可以杀死或麻痹对手,豁免 DC15,麻痹持续 1d6+3
轮.
用毒——武器上通常涂抹了暗菁华露(DC17, 初始伤害 1 力量永久,后续伤害 2d6 力量) 或巨胡蜂毒(DC18,初始和后续伤害 1d6 敏捷)。 可用的毒物见所有物部分。
特殊属性: 免疫——对凝视攻击、视觉效果、幻术及其他需要目视的攻击形式免疫。 离奇闪避——在措手不及时防护等级上保有敏捷加值。 能藉由嗅觉发现 30 尺内的敌人(上风处 60 尺,下风处 15 尺);追踪检定+8(基本 DC 一直为 10)。 抗毒——对毒素的豁免加值+1。
所有物: +1 战斧, +1 防护戒指, 精致链甲衫, 手斧, 3瓶巨胡蜂毒, 2 瓶暗菁华露, 1 瓶死刃夜露 (DC20, 初始伤害 1d6 体质, 后续伤害 2d6 体质)。
已准备法术(2/1): 1st——隐雾术, 蛛行术; 2nd——黑暗术。
法术书: 1st——变颜术, 隐雾术, 蛛行术; 2nd——变身术, 黑暗术。
遭遇5-7:粘滞怪与真实涟漪
护佑者塞西莉亚
先攻:+2;察觉+0
防御
AC21(+2敏捷+4法甲+4护盾+1防护戒指),接触12,措手不及18
hp52(8d6+24)
强韧+5反射+5意志+7
防御能力:镜影术(战前使用)
速度:30尺(蛛行攀爬30)
攻击+5 近战(1d8+1, +1 钉头锤),
+8 远程(1d8/19-20,轻十字弓)
血脉类法术能力(CL5,专注+9):略
术士已知法术(CL8,专注+12)
4环(4/天)——召唤怪物4
3环(6/天)——召唤怪物3,暴风步,深度沉眠(DC17)
2环(7/天)——云雾术,隐形术,灼热射线,闪光尘,占卜术(84%成功)
1环(7/天)——七彩喷射(DC15),魔法飞弹(4发),凶兆(2骰),脱困指令,法师护甲,护盾术
0环(略)
战术
战斗前:护佑者优先对自己使用法师护甲和护盾术,使用镜影术卷轴,使用蛛行术和隐形术获得有利地形,尝试使用召唤怪物3和4召唤异化怪物压制PC。
战斗中:在隐形情况下优先使用召唤怪物3和4,隐形破除情况下使用闪光尘控制PC,使用灼热射线攻击或暴风步战术移动
数据
力量10,敏捷14,体质14,智力12,感知6,魅力18
BAB+4,CMB+4,CMD16
技能:察觉+4,法术辨识+7,其余略
专长:专攻咒法(1)增强召唤(1)元素召唤【法储】(3)强化魔宠(5)即时延时(超魔)
特殊能力:血统奥秘+1意志豁免,召唤异形怪物
战斗装备:+1钉头锤,治疗中伤药水,蛛行鞋,魔法飞弹魔杖(CL5,17发),精致轻弩,50箭
其他装备:+1防护戒指
遭遇8 突袭
遭遇9 大街上的地狱怪
骨魔(PF版本)
骨魔(奥赛魔)挑战等级9
XP 6,400
守序邪恶大型异界生物(魔鬼,邪恶,跨位面,守序子类别)
先攻+9;感知:黑暗视觉60英尺,黑暗术中视物;察觉+19
光环:恐惧灵光(范围5英尺,豁免DC19,1d6轮)
防御能力
防御等级25,接触14,措手不及20(+5敏捷,+11天生,-1体型)
生命值105(10d10+50)
坚韧+12,反射+12,意志+7
DR10/善良;免疫:火焰、毒素;抗力:强酸10,寒冷10;法术抗力20
攻击能力
速度40英尺,飞行60英尺(机动性良好)
近战攻击:啮咬+14近战(1d8+5),2爪抓+14近战(1d6+5),尾针+14近战(3d4+5附加毒素)
占据10英尺,触及10英尺
类法术能力(施法者等级12)
永久——飞行术
随意施放——次元锚,高等传送术(自身+50磅物品),隐形术(仅限自身),高等幻影(豁免DC17),冰墙术
3次/天——瞬发隐形术(仅限自身)
1次/天——召唤魔鬼(等级4,1骨魔,成功率35%)
数据
力量21,敏捷21,体质20,智力16,感知15,魅力18
基础攻击+10;CMB+16;CMD31
专长:警觉,战斗反射,精通先攻,钢铁意志,类法术能力瞬发(隐形术)
技能:唬骗+17,交涉+17,飞行+21,威吓+17,知识(位面)+16,感知+19,察言观色+19,辨识法术+16,潜行+14
语言:天界语,通用语,龙语,炼狱语,心灵感应100英尺
生态
环境:任何(地狱)
组织单独,成对,或检查团(3-10)
财宝:标准
特殊能力:
毒素(Ex)尾针——伤口接触;坚韧豁免DC20;频率:每轮/持续6轮;效果:1d3力量伤害。2次连续检定治愈。豁免DC基于体质。
地狱猫(PF版本)(2只)
地狱猫 CR 7
XP 3,200
守序邪恶 大型异界生物(邪恶, 跨位面, 守序)
先攻 +9; 感官 黑暗视觉 60尺, 灵敏嗅觉; 察觉+18
防御
AC 21, 接触15, 措手不及15 (+5 敏捷, +1 闪避, +6 天生, –1 体型)
hp 85 (9d10+36)
强韧 +10, 反射+13, 意志+5
防御能力 隐于光亮; DR 5/善良; 抗力 火焰10; SR 18
攻击
速度 40尺
近战 噬咬 +13 (1d8+5), 2 爪抓 +13 (1d6+5/19–20 外加攫抓)
占据 10尺; 触及5尺
特殊攻击 猛扑, 耙爪 (2 爪抓 +13, 1d6+5/19–20)
属性
力量21, 敏捷 21,体质19, 智力10, 感知14, 魅力10
BAB +9; CMB +15 (+19 擒抱); CMD 31 (35对抗摔绊)
专长 战斗反射, 闪避, 精通先攻, 闪电反射, 灵活移动
技能 杂技+17 (+21 跳跃), 攀爬 +17, 察觉+18, 潜行 +17, 生存+14, 游泳 +17; 种族调整值 +4 察觉, +4 潜行
语言 炼狱语 (不能说); 心灵感应 100尺
生态
环境 任意陆地(九层地狱)
组织 单独,成对,或成群(3–8)
宝物 标准
特殊能力
隐于光亮(Invisible in Light ,Su)在明亮光线之下,地狱猫天生隐形。在普通光线之下,地狱猫拥有部分遮蔽效果(20%失手几率)。在昏暗的光线之下,它没有遮蔽效果。在黑暗中,地狱猫发光的轮廓让它只能获得部分遮蔽效果(注:正常是全遮蔽),除非这黑暗是魔法所形成的。
犬魔(强化模板)(1大1小)
犬魔 CR 4
XP 1,200
守序邪恶 中型 异界生物(邪恶, 跨位面,守序, 变形)
先攻 +6; 视觉 黑暗视觉 60 尺, 灵敏嗅觉; 察觉 +11
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防御
AC 17, 接触 12, 措手不及 15 (+2敏捷, +5天生)
hp 45 (6d10+12)
强韧 +6, 反射 +7, 意志 +7
DR 5/魔法
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攻击
速度 30 尺
近战 噬咬 +10 (1d6+4), 2 爪抓 +10 (1d4+4)
特殊攻击 啃食feed
类法术能力(施法者等级6)
随意使用:闪现, 浮空术, 误导术
每天一次:魅惑怪物 (DC 16), 极度绝望 (DC 16), 任意门
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属性
力量 19,敏捷 15, 体质 15, 智力 14, 感知 14, 魅力 14
BAB +6; CMB +10; CMD 22 (24 对抗摔绊)
专长 战斗反射, 精通先攻, 强韧加强
技能 杂技 +11, 唬骗 +11, 交涉 +11, 威吓 +11, 察觉 +11, 察言观色 +11, 潜行 +11, 生存 +11
语言 通用语, 地精语, 炼狱语
SQ 改变外形 (地精或狼, 变形术)
---------------------------------------------------
生态
环境 任意
组织 单独 或邪教组织(cult)(+1个地精部落)
宝物 标准
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特殊能力
啃食 Feed (Su) 每月一次,犬魔可以以一个整轮动作吞食一个非邪恶的人形生物的尸体来获得成长点数(growth point)。它可以获得等同于其成长点数的加成在以下方面:攻击检定,CMB检定,豁免检定以及技能检定。每点成长点数可以增加它的最大生命值5点。每获得两个成长点数,犬魔的施法者等级(类法术能力)和它的挑战等级上升一点。当犬魔获得4点成长点数的时候,它会蜕皮进化成大型犬魔,它会失去所有成长点数(和加值)但是获得大型犬魔的数据。
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据说犬魔和地精种族之间保持着恶魔般的关系,可怕的犬魔来到主物质位面觅食。随着它们不断消化无辜者的躯体,它们变得越来越强大。犬魔最终会蜕皮进化成大犬魔,此时它一般会寻找并统治一个其他的地精部落或者别的种族。
大犬魔 CR 7
XP 3,200
守序邪恶 大型异界生物 (邪恶,跨位面,守序,变形)
先攻 +6; 视觉 黑暗视觉 60 尺, 灵敏嗅觉; 察觉 +16
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防御
AC 20, 接触 11, 措手不及 18 (+2敏捷, +9天生, –1体型)
hp 85 (9d10+36)
强韧 +9, 反射 +10, 意志 +10
DR 10/魔法
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攻击
速度 40 尺
近战 噬咬 +14 (1d8+6), 2 爪抓 +14 (1d6+6)
类法术能力(施法者等级9)
随意使用:闪现, 隐形法球, 浮空术, 误导术
每天一次:魅惑怪物 (DC 18), 极度绝望 (DC 18), 任意门, 群体牛之力量, 全体变巨术
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属性
力量 23,敏捷 15, 体质 19, 智力 18, 感知 18, 魅力 18
BAB +9; CMB +16; CMD 28 (32 对抗摔绊)
专长 战斗施法, 战斗反射, 精通先攻, 强韧加强, 闪电反射
技能 杂耍 +14, 唬骗 +16, 攀爬 +15, 交涉 +16, 恐吓 +16, 察觉 +16, 察言观色 +16, 潜行 +10, 生存 +16, 游泳 +15
语言 通用语, 地精语, 炼狱语
SQ 改变外形 (地精或狼, 变形术)
炼狱大恐龙
异龙 CR 8
XP 3,200
中立 超大型 动物
先攻+5; 感官 昏暗视觉, 灵敏嗅觉,黑暗视觉60; 察觉+28
防御
AC 19, 接触9, 措手不及18 (+1 敏捷, +10 天生, –2 体型)
hp 93 (11d8+44)
强韧 +11, 反射+8, 意志+7;SR 13;寒冷火焰抗力15;DR10/善良
攻击
速度 50尺
近战 噬咬 +14 (2d6+8/19–20 外加攫抓), 2 爪抓 +14 (1d8+8)
占据 15尺; 触及15尺
特殊攻击 猛扑, 耙抓 (2 爪击 +14, 1d8+8),制裁善良8伤害1次
属性
力量26, 敏捷 13,体质19, 智力2, 感知15, 魅力10
BAB +8; CMB +18; CMD 29
专长 警觉, 精通重击 (噬咬), 精通先攻, 钢铁意志, 灵狐步(Nimble Moves), 飞跑
技能 察觉+30; 种族调整值 +8 察觉
生态
环境 温带或温暖的森林或平原
组织 单独,成对,或成群(3–6)
宝物 无
遭遇10:其他地方的地狱怪
(1)翻越城门,地狱犬3个
三头地狱犬 挑战等级 6
XP 2,400
守序邪恶 中等体型 异界生物(邪恶,跨位面亚种,守序)
先攻+6; 感官 黑暗视觉,灵魂嗅觉; 察觉+15
防御能力
防御等级 18, 接触 12, 措手不及 16 (+2 敏捷, +6 天生)
生命值 76 (8d10+32)
强韧+10, 反射+8, 意志 +4
攻击能力
速度 40 尺.
近战 3噬咬 +11 (1d6+3 附加冥府之噬)
特殊攻击 撕碎 (2噬咬, 1d6+4 或 3噬咬, 1d6+8)
数据
力量16, 敏捷14, 体质19, 智力6, 感知15, 魅力9
基础攻击 +8; CMB +11; CMD 23 (27 对绊摔)
专长 警觉, 战斗反射, 精通先攻, 定身击(Stand Still)
技能 杂技 +13 (+17 跳跃), 察觉 +15, 察言观色 +4, 潜行 +13, 生存 +10 (+14 跟踪不死生物);
种族调整值 +4 生存当追踪不死生物时
语言 炼狱语 (不会说)
生态
环境 任何 (地狱)
组织 单独,成对或成群 (3–9)
宝物 标准
特殊能力
冥府之噬(Su)诅咒之噬;强韧豁免DC 18;空间锚干扰。被此诅咒影响的生物无法进行次元旅行比如传送术,就好似空间锚法术的效果。它的豁免DC由体质决定。
灵魂嗅觉(Su)这是一项嗅觉能力,它的豁免同样享有地狱犬的种族加成(生存)。这项能力甚至允许地狱犬追踪到灵魂生物/虚体生物。
(2)半身人营地大恐龙
薄片龙 CR 7
XP 3,200
中立 超大型 动物
先攻 +2; 感官 昏暗视觉, 灵敏嗅觉; 察觉 +14
防御
AC 20, 接触 11, 措手不及 17 (+2 敏捷, +1 闪避, +9 天生, –2 体型)
hp 105 (10d8+60)
强韧 +14, 反射 +9, 意志 +6;SR13;寒冷与火焰抗力10;DR5/善良
攻击
速度 20 尺, 游泳 50 尺
近战 噬咬 +13 (2d8+12)
占据 15 尺; 触及 20 尺
属性
力量 26, 敏捷 15, 体质 20, 智力 2, 感知 13, 魅力 9
BAB +7; CMB +17; CMD 30 (34 对抗摔绊)
专长 闪避, 强韧加强, 钢铁意志, 灵活移动, 健壮
技能 察觉 +14, 游泳 +16
生态
环境 温暖的水域
组织 单独, 成对, 或成群(3–6)
宝物 无
遭遇11:神殿
(1)骨魔一个
(2)狗两个
(3)反啪
HELLGUARD CR 6
XP 2,400
Human antipaladin (tyrant) 7 (Pathfnder RPG Advanced Player’sGuide 118, Pathfnder RPG Ultimate Intrigue 64)
LE Medium humanoid (human)
Init +1; Senses Perception −1
Aura cowardice (10 ft.)
DEFENSE
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 57 (7d10+14)
Fort +8, Ref +5, Will +6; +2 resistance vs. good
Immune disease
OFFENSE
Speed 20 ft.
Melee +1 ranseur +12/+7 (2d4+5/×3)
Ranged mwk repeating heavy crossbow +9/+4 (1d10/19–20)
Special Attacks slavery/tyrannyUM variant channeling 2/day (DC 15, 2d6 plus −2 channel penalty), smite good 3/day (+2attack and AC, +7 to damage)
Spell-Like Abilities (CL 7th; concentration +9)
At will—detect good
Spells Prepared (CL 4th; concentration +6)
2nd—hold person (DC 14)
1st—bane (DC 13), death knell (DC 13)
STATISTICS
Str 18, Dex 12, Con 13, Int 10, Wis 8, Cha 14
Base Atk +7; CMB +11; CMD 22
Feats Blind-Fight, Exotic Weapon Profciency (repeating heavy crossbow), Intimidating Prowess, Power Attack, Selective Channeling
Skills Bluff +7, Diplomacy +6, Intimidate +15, Knowledge (religion) +9, Sense Motive +5
Languages Common
SQ cruelties (shaken, staggered), fendish boon (weapon +1, 1/day), touch of corruption 5/day (3d6), unholy resilience
Combat Gear potions of cure light wounds (2),
alchemist’s fre (2), unholy water (2);
Other Gear mwk spiked full plate,
+1 ranseur, mwk repeating heavy
crossbow with 10 bolts, spiked
gauntlets (2), silver unholy
symbol, 33 gp
(4)术士
DIABOLIST CR 6
XP 2,400
Tiefling sorcerer 7 (Pathfnder RPG Bestiary 264)
LE Medium outsider (native)
Init +3; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +0
DEFENSE
AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +2 natural, +4 shield); +2 deflection against good
hp 41 (7d6+14)
Fort +5, Ref +7, Will +7; +2 bonus vs. poison
Resist cold 5, electricity 5, fre 5
OFFENSE
Speed 30 ft.
Melee mwk light mace +3 (1d6–1)
Ranged mwk heavy crossbow +7 (1d10/19–20)
Spell-Like Abilities (CL 7th; concentration +10)
1/day—darkness
Bloodline Spell-Like Abilities (CL 7th; concentration +11)
7/day—corrupting touch (3 rounds)
Sorcerer Spells Known (CL 7th; concentration +11)
3rd (5/day)—freball (DC 18), pain strikeAPG (DC 18), suggestion (DC 17)
2nd (7/day)—alter self, blur, flaming sphere (DC 17), scorching ray
1st (7/day)—burning hands (DC 16), charm person (DC 17), mage armor, magic missile, protection from good, shield
0 (at will)—arcane mark, bleed (DC 14), daze (DC 14), flare (DC 15), mage hand, message, resistance
Bloodline infernal
TACTICS
Before Combat She casts mage armor,protection from good and shield.
STATISTICS
Str 8, Dex 16, Con 13, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 17
Feats Armor of the PitARG, Eschew Materials,Fiend SightARG (2), Skill Focus (Bluff),
Spell Focus (evocation)
Skills Bluff +16, Intimidate +11, Knowledge (arcana, religion) +8, Knowledge (religion) +6, Spellcraft +12
Languages Abyssal, Common, Draconic, Infernal
SQ beguiling liar, bloodline arcana, fendish sorcery
Combat Gear wand of darkness (11 charges), unholy water (2);
Other Gear mwk heavy crossbow with 10 bolts, mwk light mace,
headband of alluring charisma +2, silver unholy symbol, 25 gp
(5)坏牧师(2)
女性人类格罗图斯牧师 6
NE 中型类人生物
先攻-1;感官 察觉+3光环 强度邪恶
防御
AC18,接触 9,措手不及 18(+9 护甲,-1
敏捷)
Hp57(6d8+30)
强韧+8,反射+3,意志+8
攻击
速度 20 尺
近战 +1 精制品重型连枷+6(1d10+2/19-20)
特殊攻击 引导负能量(3d6,DC14,6 次/日),黑暗接触(3 轮,6 次/日),毁灭打击(+3,6 次/日)
牧师已知法术(CL6)
3 级-降咒(bestow curse,DC16),深幽黑暗术 D(deeper darkness),解除魔法(dispel magic,2)
2级-目盲/耳聋术(blindness/deafness,DC15,仅致盲),治愈中度伤(2),黑暗术(darkness),人类定身术(hold person,DC15)
1 级-惊恐术 D(cause fear,2,DC13),治愈轻伤(2),隐雾术(obscuring mist)D
0 级(随意)-出血术(bleed,DC13),侦测魔法(detect magic),光亮术(light),阅读魔法(read magic)
D 领域法术;领域 黑暗,毁灭
战术
使用无敌的引导负能量!
数据
力量 12,敏捷 8,体质 16,智力 10,感知
16,魅力 13
BAB+4;CMB+5;CMD14
专长 命令不死生物,精通引导,闪电反射,健壮
技能 医疗+12,法术辨识+9
语言 通用语
特殊能力 灵光
装备 治愈重伤药水;其它装备 +1 半身甲,
+1 重型连枷
(5)牧师头目(适当缩减为CR9)
Init+3; Senses Perception +11
DEFENSE
AC 20, touch 9, flat-tooted 20 (+7 armor, -1 Dex, +1 natural, +3 shield)
hp 75 (11d8+22)
Fort +9, Ref +5, Will +13
Resist electricity 25, fire 15,cold5
OFFENSE
Speed 20 ft.
Melee mwk heavy mace +10/+5 (1d8+1)
Ranged mwk light crossbow +8 (1d8/19-20)
Special Attacks channel negative energy 7/day (DC 19, 6d6), staff of order (5 rounds, 1/day)
Domain Spell-Like Abilities (CL 11th; concentration +16)
8/day-fire bolt (1d6+5 fire), touch of law
Clerk Spells Prepared (CL 11th; concentration +16)
6th-blade barrier (DC 23), fire seeds"
5th-fire shield", flame strike (2, DC 22),spell resistance
4th-air walk, cure serious wounds,dismissal (DC 19), freedom of movement, wall of fire0
3rd-cure serious wounds, fireball" (DC 20), glyph of warding, invisibility purge, searing light, water walk
2nd-cure moderate wounds, hold person (DC 17), produce flame", resist energy (2, DC 17), silence (DC 17)
1st-bless, buring hands" (DC 18), command (2, DC 16), cure light wounds, endure elements, magic weapon
0 (at will)-bleed (DC 15), detect magic, guidance, virtue
D Domain spell; Domains
Fire, Law
TACTICS
Before Combat The cleric casts freedom of movement and resist energy (electricity).
During Combat The cleric casts fire shield (warm shield), uses his wand of shield of faith, then attacks with fire spells, switching
to blade barrier channeled energy, and flame strike against fire-resistant opponents.
STATISTICS
Str 13, Dex 8, Con 12, lnt 10, Wis 21, Cha 14
Base Atk +8; CMB +9; CMD 18
Feats Extra Channel, Greater Spell Focus (evocation), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (evocation)
Skills Intimidate +7, Knowledge (nobility, religion) +6, Knowledge (planes) +7, Linguistics +5, Perception +11, Sense Motive +13, Spellcraft +8
Languages Common, lgnan, Infernal
SQ aura
Combat Gear necklace of fireballs (type Ill), potion of delay poison, wand of shield of faith (7 charges);
Other Gear +1 breastplate, +1 heavy steel shield, masterwork heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor +1, cloak
of resistance +1, headband of inspired wisdom +2, silver unholy symbol, 1,453 gp
辣个男人
NE Medium aberration (Mind Flayer)
Init +7; Senses See In Darkness; Perception +20
Exp: 12,800 XP
Defense
AC 21, Touch 18, Flat-Footed 18 (+5 deflection, +3 Dex, +3 natural)
HP 90 (10d8+10)
Fortitude: +6; Reflex: +8; Will: +10
Spell Resistance: 25
Weakness: Sun Weakness (see below)
Offense
Speed: 30 ft.
Ranged: +1 Illithid Caustic Podcannon +11/+6 ranged 60 ft. (2d6+1 piercing plus 1d6 acid / 20x3)
Melee: +1 Illithid Shredder +10/+5 melee (2d4+3 slashing / 18-20x2)
Melee: 4 tentacles +9/+7/+5/+3 melee (1d4+2)
Melee: 2 Claws +9/+7 melee (1d4+1)
Full Attack: 4 tentacles +9/+7/+5/+3 melee (1d4+2 bludgeoning plus 1d4 acid / 20x2) and 2 Claws +9/+7 melee (1d4+1 slashing / 20x2)
Special Attacks: improved grab, extract, implant (DC 23 will or fall unconscious; 1/round; Heal DC 30 or remove disease), mind blast (60 ft. cone; DC 20 will save; Stunned for 3d4 rounds)
Statistics
Str 14, Dex 16, Con 12, Int 20, Wis 16, Cha 22
Base Atk: +7; CMB: +9 (+11 on grapple attempts, no AoOs, +2 bonus on grapple checks per tentacle attached); CMD: 22
Feats: Improved Grapple B, Multiattack B, Combat Casting, Improved Initiative, Weapon Finesse, Great Fortitude, Lightning Reflexes
Skills: (-0 Armor Check Penalty) Acrobatics 5 ranks (+11), Athletics 5 ranks (+10), Bluff 10 ranks (+19), Diplomacy 10 ranks (+19), Escape Artist 2 ranks (+8), Intimidate 10 ranks (+19), Knowledge 10 ranks each (arcane, planes) (+18), Perception 8 ranks (+20), Spellcraft 5 ranks (+13), Stealth 5 ranks (+11), Survival 5 ranks (+11), and UMD 5 ranks (+12).
Languages: Aquan, Auran, Common, Ignan, Terran, Undercommon; Telepathy 100 ft.
SQ: Psionic cloak, Unnatural Vision
Ecology
Environment: Underground. Mind Flayers need damp, warm climate without sunlight to survive and propagate.
Average Wealth: 11,500 gp est. plus anything the minions are equipped with (typically only masterwork weapons and armor at the most)
Treasure: NPC gear plus one +1 Shredder (+1 cost, 2500 gp est.) and one +1 Podcannon (+2 cost, 9000 gp est.)
Abilities
Spoiler
Hide
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.
Implant (Ex): A Mind Flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically injects an embryo into the grappled host’s body.
The host begins to lose consciousness (DC 22; 1/round; duration continuous until cured; cure surgery (DC 30; deals 2d6 slashing damage in process) or remove disease spell. Incubation is three days, after which a fully ground Mind Flayer bursts from inside the host's body, killing it instantaneously.
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.
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.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 20 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 spell.
Psionics (Sp): At will—charm monster (DC 20), detect thoughts (DC 17), levitate, plane shift, suggestion (DC 19). ECL 10th; The save DCs are Charisma-based.
Sun Weakness (Ex): A Mind Flayer’s skin is sensitive to exposure to sunlight; its skin begins to dry out and burn, causing the Mind Flayer great pain. Direct exposure to sunlight causes -2 Con damage and is dazzled, and each minute spent in the light causes an addition -2 Con drain until the Mind Flayer dies a painful death that turns its body into dry withered husk.
A Sunlight or Sunburst spell causes damage equal to exposure but typically doesn’t last long enough to do such drain. However, the damage such spell inflicts can kill it in its own right, dealing double damage to them and are dazzled while within said light.
Unnatural Vision (Ex): A Mind Flayer sees and hears through its entire body; this gives it a +6 racial bonus to Perception checks, it can see perfectly in darkness, and makes it impossible to derive any benefit from flanking it.
Psionic Cloak (Su): As long as the Mind Flayer is conscious, a tangible field of psionic force emits from its body to protect itself from attacks. This is a deflection bonus to armor class equal to half the Mind Flayer’s hit dice.
Furthermore, If the Mind Flayer chooses (swift action each round), it can activate a cloaking effect, instead of increasing its AC passively. This ability then functions as the Invisibility Sphere spell.