Half-Illithid Lizardfolk* (CR 4)
AC: 16 (+6 natural), touch 10, flat-footed 16
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Claw +2 melee
Full Attack: 2 claws +2 melee and 4 tentacles +0 melee
Damage: Claw 1d4+1, tentacle 1d4+1
Special Attacks/Actions: Extract, improved grab, mind blast, psionics
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 14
Special Qualities: hold breath, SR 12
Skills: Balance +9, Jump +9, and Swim +10
Advancement: By character class
Climate/Terrain: Any underground
Organization: Gang (2-3), band (6-10 plus 50% noncombatants and 1 leader of 3rd-6th level), or cult (6-10 plus 1-4 mind flayers)
Treasure/Possessions: 50% coins; 50% goods; 50% items
Extract (Ex): A half-illithid that successfully maintains its hold with all four tentacles for 1 full round automatically extracts that opponent's brain at the beginning of its next turn, instantly killing the creature.
Improved Grab (Ex): If a half-illithid hits an opponent that is its own size or smaller with a tentacle attack, it deals normal damage and attempts to start a grapple (grapple bonus +2) as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the tentacle to the opponent's head. After a successful grab, the half-illithid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the half-illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Mind Blast (Sp): This attack, usable once per day, is a 40-foot cone. Anyone caught in this cone must succeed on a Will save (DC 13 + half-illithid lizardfolk's Int modifier) or be stunned for 1d4 rounds.
Psionics (Sp): 3/day-detect thoughts (Will save DC 15).
Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score.
Telepathy (Su): Half-illithid lizardfolk can communicate with any creature within 100 feet that has a language.
Skills: Thanks to their tails, half-illithid lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Half-illithid lizardfolk are prized among their illithid masters for their vicious ferocity. intelligent enough to put their psionic powers to best use, tzakandi generally work in pairs, one member using its mind blast on enemy spellcasters while the other wades into melee and protects its partner.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.