Noble Mind Flayer (Ulitharid)
Medium-Size Aberration
Hit Dice: 11d8+22 (72 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+3 Dex, +4 natural)
Attacks: 6 tentacles +11 melee
Damage: Tentacle 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft. (7.5 feet tall)
Special Attacks: Mind blast, psionics, improved grab, extract
Special Qualities: PR 27, telepathy
Saves: Fort +5, Ref +6, Will +11
Abilities: Str 14, Dex 16, Con 14, Int 21, Wis 19, Cha 19
Skills: Bluff +10, Concentration +13, Hide +9, Intimidate +11, Knowledge (any two) +11, Listen +11, Move Silently +9, Spot +13
Feats: Alertness, Combat Manifestation, Dodge, Improved Initiative, Psionic Focus (telepathy), Weapon Finesse (tentacle)
Climate/Terrain: Any underground
Organization: Leading illithid groups (see mind flayer entry)
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Noble mind flayers speak Undercommon but prefer to communicate telepathically.
Combat
Noble mind flayers like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, an ulitharid lashes its enemies with the six tentacles ringing its mouth.
Psionics (Sp): At will: astral projection (12), aversion (8), lesser body adjustment, charm monster (9), detect thoughts (8), levitate (5), mass suggestion (12), plane shift (10), sensitivity to psychic impressions, tailor memory (10), telekinesis (6), and true seeing (9). These abilities are as the powers manifested by a 21st-level psion (save DC 1d20 + parenthetical number).
Psionic Attack Modes (Sp): At will: All
Special: 	An ulitharid's Mind Blast does 2d4 ability damage, rather than the standard 1d4. A non-psionic creature failing its Will save vs. an ulitharid's Mind Blast is feebleminded.
Psionic Defense Modes (Sp): At will: All
Telepathy (Su): Noble mind flayers can communicate telepathically with any creature within 100 feet that has a language.
Improved Grab (Ex): To use this ability, the noble 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. An ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the ulitharid 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 noble mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): An ulitharid that begins its turn with at least three tentacles attached to a target, and successfully maintains its hold, automatically extracts the opponent’s brain, instantly killing that creature.