Mind flayer venerators, or illithids, are so insidious, diabolical and powerful that all denizens of the dark fear them.
Trained skills:(‡) concentration (19), heal (7), listen (24), move silently (7), spot (24)
Feats: alertness, armor proficiency (heavy), armor proficiency (light), armor proficiency (medium), combat casting, darkvision, dodge, extra turning, healing domain powers, quicken spell, shield proficiency, spell focus (abjuration, conjuration), sun domain powers, turn undead, weapon finesse, weapon proficiency (creature), weapon proficiency (simple)
Special abilities Edit
A mind flayer venerator is immune to mind-affecting spells.
This creature can cast dominate monster and slow as a spell-like ability with a caster level of 12, and glyph of warding with a caster level of 8. Each of these can be used twice per day. In addition, it can use its psionic inertial barrier once per day, its psionic mass concussion four times per day, its psionic mind blast five times per day, and its psionic charm monster and psionic mind blast 10m radius each eight times per day. Furthermore, it carries three potions of cure light wounds. (These items are not dropped as loot when the creature dies.)
A mind flayer venerator is a level 7 cleric with the following spells prepared.
|Level 1||entropic shield|
|Level 3||cure serious wounds, inflict serious wounds, remove blindness/deafness, searing light|
|Level 4||cure critical wounds, inflict critical wounds, summon creature IV|
|Level 6||quickened cure moderate wounds|
Note: This creature has access to higher spell levels than would be expected from a level 7 cleric.
- This creature lacks the AI script that gives other illithids their extract brain ability.
- This creature carries a torch (not dropped upon death), but the torch is likely to remain unused.
- A mind flayer venerator's creature weapon would inflict 2d4+3 slashing damage and add +2 to its attack rolls (also penetrating damage reduction as a +2 weapon), but this is never used as this creature cannot be disarmed.