Mind flayers speak Undercommon but prefer to communicate
telepathically.
Combat
Mind flayers like to fight from a distance, using their
psionic abilities, particularly their mind blast. If pressed into
melee combat, a mind flayer lashes its enemies with the tentacles
ringing its mouth.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone
caught in this cone must succeed at a Will save (DC 17) 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.
Psionics (Sp): At will-astral projection, charm monster,
detect thoughts, levitate, plane shift, and suggestion. These
abilities are as the spells cast by an 8th-level sorcerer (save
DC 13 + spell level).
Improved Grab (Ex): To use this ability, the mind flayer must
hit a Small to Large creature with its tentacle attack. If it
gets a hold, it 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. After a successful
grab, the mind flayer 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
mind flayer gets a +2 circumstance bonus for every tentacle that
was attached at the beginning of the opponent's turn.
Extract (Ex): A mind flayer that begins its turn with all four
tentacles attached and successfully maintains its hold
automatically extracts the opponent's brain, instantly
killing that creature.
Telepathy (Su): Mind flayers can communicate telepathically
with any creature within 100 feet that has a language.
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