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.