Decapus

Zhǔ Dà túshā's page

144 posts. Alias of jimibones83.


Full Name

Zhǔ Dà túshā

Race

Illithid

Classes/Levels

Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Size

Medium

Age

35

Alignment

LE

Languages

Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Infernal, Undercommon

Strength 12
Dexterity 16
Constitution 12
Intelligence 28
Wisdom 19
Charisma 19

About Zhǔ Dà túshā

LE Medium Aberration (evil, lawful, psionic)
Init +3 Senses Darkvision 60ft., Telepathy 100ft, unnatural vision

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 50 (8d8+8 +1d6+3)
Fort +3 Ref +5 Will +12 (+2 vs mind affecting powers and abilities, +4 vs attempts to read mind)
DR 5/B or S PR 26
SQ Unnatural Vision (+6 perception, can't be flanked)

OFFENSE
Speed 30 ft., climb 30ft.
Melee 4 Tentacles +7 (1d4+1 each)
Ranged
Special Attacks Improved grab, extract, psi-like abilities, sap will

STATISTICS
Base Attk +6 CMB +11 CMD 20

Special Attacks:

Improved Grab Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. When a mind flayer hits a small, medium, or large creature with a tentacle attack it may attempt to start a grapple as a free action. If successful it may attempt to attach it's remaining tentacles with a single grapple check the next round. The target can escape all the tentacles with a single grapple check, but the mind flayer gets a +2 bonus to oppose this check for each of its tentacles beyond the first that is attached to the target.

Extract A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponents brain, instantly killing the 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.

Spell-Like Abilities (At Will, ML 9th, DC 23)
Charm Monster
Deep Slumber
Detect Thoughts
Suggestion
Teleport

All DC's are Int based

Sap Will As a standard action, a mind flayer can use this psionic attack to manifest a 20- ft.-radius sphere, which the scourge can center anywhere within 30 ft. (a common tactic is to center the ability on itself, as a mind flayer is immune to its own sap will ability). Anyone caught in this sphere must succeed on a DC 23 Will save or lose the will to act for 3d4 rounds, during which they are stunned. Once used, this ability can’t be used again for 2 rounds.

Mind Flayers often use this ability to take out groups of enemies at once, or to hunt for victims they can make into slaves or food.

Traits:

Gifted Mind +2 on concentration checks
Psychoportive Talent 5ft. step as immediate action
Telepathic Talent +2 vs mind affecting powers and abilities

Feats:

Combat Casting +4 on concentration checks
Psionic Meditation focus as a move action
Overchannel 1d8 damage grants +1ML
Talented no damage from over channeling powers 3rd level and lower
Power Penetration +2 vs SR
Psionic Endowment Expend focus for +1 to DC of power

Skills:

16 Autohypnosis (9 ranks +4 Wis +3 class)
14 Bluff (+4 Cha +10 circumstance)
01 Climb (1 Str)
16 Diplomacy (9 ranks +4 Cha +3 class)
04 Disguise (+4 Cha)
04 Intimidate (+4 Cha)
21 Knowledge (Arcana) (9 ranks +9 Int +3 class)
21 Knowledge (Dungeoneering) (9 ranks +9 Int +3 class)
21 Knowledge (Local) (9 ranks +9 Int +3 class)
21 Knowledge (Nature) (9 ranks +9 Int +3 class)
21 Knowledge (Planes) (9 ranks +9 Int +3 class)
21 Knowledge (Religion) (9 ranks +9 Int +3 class)
22 Perception (9 ranks +4 Wis +3 class +6 race)
16 Sense Motive (9 ranks +4 Wis +3 class)
21 Spellcraft (9 ranks +9 Int +3 class)
03 Stealth (+3 Dex)

Telepath Abilities:

Talents At will while focused
Mental Intrusion While focused, +1 to the DC of mind-affecting powers per 2pp spent augmenting. Does not stack with similar augment, but allows augmentation of un-augmentable powers

Powers:

PP 20/42 (concentration +24)

Talents
Conceal Thoughts
Detect Psionics
Far Hand
Unearthly Terror

1st Level
Crystal Shard
Fortify
Inertial Armor
Mind Thrust
Vigor

2nd Level

Gear:

Worn Psionatrix (Telepathy), Third Eye (Penetration)
Readied
Bag of Holding I
Coin 650pp

Background:

Lacking a spoken language, mindflayers communicate between themselves telepathically. Because of this they identify in a more personal manner and don't use names. When called by others, it tends to be Master that is most often spoken, though a select few have also been known to refer to him as the Illithid.

Strategically placed into a position of blame by a rival, he was exiled with the stipulation made to mock him that he may only return upon his enslavement of the drow. After months of wandering the underdark in anger and hate, he had a moment of clarity. He would travel to the surface in search of power and great artifacts such as the Annulus and the Psicrown of the Crystal Mind. The searching would be mind wrenching and the obstacles unmatched, but success would place unfathomable power in the palm of his hand. He would take this power, return to the underdark, and force the drow under his boot. To spit in the face of those who had cast him out, he would grasp his new power firmly and march the drow against the council, demanding their heads for their treachery.