Human Thrall
Level 5 Brute

Medium natural humanoid (human, contagious)
XP 200

Initiative +3
Senses Perception +3; darkvision

HP 77; Bloodied 38

AC 16; Fortitude 17; Reflex 12; Will 15

Resist 5 fear, 5 psychic (half the resisted psychic damage is applied to the controlling mind flayer)

Speed 6
Club (standard; at-will) Weapon
+7 vs AC; 3 damage
Master's Will
A human thrall gains a +5 bonus to its Will defense while within 10 squares of its controlling mind flayer.
Enthralled (immediate reaction)
When its controlling mindflayer is killed, the human thrall falls unconscious. If left unmolested it wakes again after 24 hours to its original personality and disposition, with only vague dream-like memories of its actions while enthralled,
Alignment Evil
Languages Common

Str 16 (+5)Dex 12 (+3)Wis 12 (+3)
Con 17 (+5)Int 11 (+2)Cha 13 (+2)
Equipment Leather Armor, Club
Mindflayer Exile
Level 7 Elite Lurker (Leader)

Medium aberrant humanoid
XP 600

Initiative +10
Senses Perception +10; darkvision

HP 122; Bloodied 61

AC 20; Fortitude 18; Reflex 20; Will 21

Saving Throws +2

Speed 7

Action Points 1

Tentacles (standard; at-will)
+12 vs AC; 2d6 + 4 damage, and the target is grabbed (until escape)
Bore into Brain (standard; at-will)
Grabbed or stunned target only; +10 vs Fortitude; 3d6 + 4 damage, and the target is dazed (save ends). If this power reduces the target to 0 hit points or fewer, the mind flayer devours its brain, killing the target instantly.
Mind Blast (standard; recharge ) Psychic
Close blast 5; mind flayers and their thralls are immune; +11 vs Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is not dazed.
Stalk the Senseless
The mind flayer exile is invisible to dazed or stunned creatures.
Interpose Thrall (immediate interrupt, when targeted by a melee attack; at-will)
The mindflayer redirects the attack to an adjacent thrall.
Bloody Retreat (immediate reaction, when bloodied; at-will)
The mind flayer exile teleports 10 squares.
Alignment Evil
Languages Deep Speech, telepathy 10

Skills Bluff +14, Diplomacy +14, Dungeoneering +8, Stealth +11
Str 9 (+2)Dex 16 (+6)Wis 10 (+3)
Con 13 (+4)Int 13 (+4)Cha 22 (+9)

The encounter begins with the Mindflayer and its two Human Thralls concealed behind the central spire.

When someone moves within range of the central spire, the first Human Thrall steps out and watches the players. If questioned, it answers in simple monosyllables where possible.

When several players approach the water's edge, the second Human Thrall crosses the water westward, then slowly moves along the wall of the cavern attempting to encircle the players, staying within 10 squares of the Mindflayer as long as possible.

When combat is engaged, the second Human Thrall repeatedly attacks the nearest opponent with its club. The first Human Thrall may move to engage the players, but always remains within the Mindflayer's move radius. After one or two rounds, the Mindflayer moves to a square adjacent to the first Human Thrall and makes its Tentacles attack against a likely enemy.

While grabbing an enemy with its Tentacles attack, the Mindflayer will always use its Bore into Brain attack on that enemy. The first Human Thrall will always attempt to manouvre to a potition adjacent to the Mindflayer, in order for it to use the Interpose Thrall ability. When the first Human Thrall is near death, the second Human Thrall makes its way to the Mindflayer as quickly as possible, for the same reason.

None of the three will retreat from combat (except the Mindflayer, when bloodied, using its Bloody Retreat ability; the Human Thrall will move to follow, and the pair will regroup, attempting to draw the combat to a setting of their choosing.)

When faced with several strong enemies, the Mindflayer will use its Mind Blast attack to daze as many as possible. If it still has its Action Point, it may then spend it to attack one of the dazed enemies with its Tentacles.