Nurr'Korzahg

The illithid known as Nurr'Korzahg is missing three tentacles, which were amputated after a rotting disease threatened to claim its entire head. This brush with death fostered a change of heart - and a change in diet - in the illithid. Nurr'Korzahg remains in Ch'Chitl, but it grows ever more distant from its kin. It wonders from time to time whether a life that did not consist of dominating weaker races and eating their brains might also be fulfilling. A crazy notion, perhaps, but one that Nurr'Korzahg finds itself speculating about more and more frequently. If given the opportunity, it might even help non-illithids, just to see what they do when faced with the bizarre notion of kindness or acceptance.

Nurr'Korzahg: Mind flayer wizard 7; CR 15; Medium aberration; HD 8d8 plus 7d4; hp 55; Init +6; Spd 30 ft.; AC 19, touch 16, flat-footed 17; Base Ark +9; Grp +10; Atk +11 melee (1d4+1, 1 tentacle) or +11 ranged; Full Atk +11 melee (1d4+1, 1 tentacle) or +11 ranged; SA improved grab, mind blast, psionics; SQ: telepathy; SR 25; AL LN; SV Fort +6, Ref +6, Will +24; Str 12, Dex 14, Con 10, Int 24, Wis 17. Cha 16.

Skills and Feats: Craft (alchemy) +17, Bluff +13, Concentration +21, Hide +13, Intimidate +10, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (Underdark local) +17, Listen +13, Move Silently +12, Spellcraft +17, Spot +12; Alertness; Brew Potion, Combat Casting. Craft Wand, Dodge, Great Fortitude, Improved Initiative, Scribe Scroll, Spell Penetration, Weapon Finesse.

Improved Grab (Ex): To use this ability, Nurr'Korzahg 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 its tentacle to the opponent's head. Nurr'Korzahg can grab a Huge or larger creature, but only if it can somehow reach the foe's head. The opponent can escape with a single successful grapple check or an Escape Artist check, but Nurr'Korzahg gets a +2 circumstance bonus on the check.

Mind Blast (Sp): Once per day, Nurr'Korzahg can produce a mind blast in a cone 40 feet long. Anyone caught in this area must succeed on a DC 19 Will save or be stunned for 1d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.

Psionics (Sp): 3/day - charm monster, detect thoughts, levitate, suggestion. Caster level 8th; save DC 14 + spell level. The save DCs are Charisma-based.

Telepathy (Su): Nurr'Korzahg can communicate telepathically with any creature within 100 feet that has a language.

Spells Prepared (4/6/5/4/2; save DC 17 + spell level): 0 - daze, detect magic (2), light; 1st - change self, feather fall, identify (2), mage armor, shocking grasp; 2nd - cat's grace, daylight, detect thoughts, see invisibility, web; 3rd - dispel magic, fly, lightning bolt, nondetection; 4th - dimension door, Otiluke's resilient sphere.

Possessions: +4 ring of protection, wand of lightning bolt (caster level 8th), headband of intellect +4.