Name: Turalisj Nurh (The mind-flayer who infected him gave him that name. He
thinks it means "The Mighty" in Draconic...)
Race: Illithid
Appearance: He is tall, in the neighborhood of 6 foot 4, give or take. Light cyan-skinned, and, unlike most images associated with his kind, Turalisj is burly, calloused, and proud of it. Built tough and dense like a tree trunk, his hulking musculature and hard gristle facilitate him as he moves with both well-trained grace and savage animosity at the same time, the cross between a dignified general and a rabid dog. His eyes are golden-yellow, as is typical, with wavy slitted pupils spanning them vertically. The leftmost of his 4 facial tentacles has been cut off in some battle or another, and he pats it down with black, scab-like ashes and clay to highlight how rugged and battle-hardened he is. (The observant would note that there's a slight convex angle to it. Underneath the ashes it's quite normal and in the process of growing back)
History: Like most somewhat newly-created Illithids, Turalisj didn't have many memories of his past, other than the ones that were drilled into his head by training and the ones that seemed to come naturally. He lost his memory over the course of a few weeks at some point in his human life, but he remembered things. He remembered that the woman he woke up next to was his wife when he first started choking on what felt like a cold, slimy, second tongue. He remembered that he used to be someone fairly important when he saw his banner above the doorways of his house, which seemed to be larger than all the ones next to it. He remembereed that the people who chased him out of town used to be his friends, before his skin started turning gray and all his hair fell out.
When some scouts of the lynch mob found him in an old bear's den, he suddenly remembered that he was an experienced warrior, and that he was very, very angry with the present situation... When he saw his face in the water weeks later, he remembered what a Mind-Flayer was. When he was later visited by a much scrawnier, robed Illithid and his entourage, he remembered who it was that turned him this way... He also remembered how to crush skulls in with his bare hands.
Naturally, when you're a roving band of raiders, sackers, freebooters, reavers, and the sort, and you're mostly comprised of "savage" races... Well, following the guy who straight-up murdered your leader but looks about the same anyway is the only logical thing to do. Turalisj has since remembered how to be a general. He hopes, one day, to remember how to be a lord... Maybe even a king, if that's who he was...
Equipment: Armor: Turalisj is clothed in a basic tunic and short pants to keep his chainmail cloak and coat of plates from chafing. He also wears shoulderplates, plated gauntlets, boots, and thigh-plates under the black cloth that hangs off from his coat of plates for what protection hard, padded linen offers.
Primary Arms: He wields a large steel roundshield, and a big, curved sword for killing with:
Secondary Arms: Speaking of things for killing with... He also carries a quiver of 3 or 4 javelins with him on his back under his shield, a sizeable dirk hidden in each boot, 8 loaded flintlock pistols on every belt he can fit them on, and even a powder bomb or two suspended by their fuses on whatever belt space is left, whenever he can get his claws on them. Oh, and there's also his claws. Not particularly sharp or pointy, but attached to a guy as big as Turalisj, a hard slap in the face can result in a serious injury for the slap-ee in question...
Misc: A War-Horn. He drills his troops in knowing what his blasts mean, and can communicate simple orders with large numbers and over long distances with this tool. He also wears the medals medallions and other signature baubles of unfortunate knights and lords who met him on the field... (Or, rather, he caught them by surprise and robbed them, but the peasants who create legends don't know that.)
Vehicles: He and his lot travel about in a large cannon tank, occassionally flanked by engine-cycle "cavalry", (Occassionally as in "When he actually has enough spare men and motorcycles to do that kind of thing and still have an operating tank", but after a particularly punishing defeat in recent history, he only has his troll henchman a kobold and a gnoll.) all powered by burning carcasses and all smelling like ass for miles around as a result.
Powers:Body: While certainly not anything superhuman, his immensely well-trained and powerful physique alone makes him a force to be reckoned with, even when unarmed. Humans smaller than he are almost a given victory, unless they possess particularly magnificent skills. His body has also been modified as the Mind-flayer parasite consumed it, making him much... Rubberier than he was prior. Able to absorb tremendous blunt force and fall with few worries from heights that would injure or kill a man, this is compounded by an unfortunate lack of resistance to blades and piercing force. He can lose limbs very easily, and while Illithids, being the cephalopodic creatures they are, can regrow those limbs, they are more than capable of bleeding to death, and it's easier than it is on most creatures to reach an important vein or artery with a sharp object...
Hypnosis: Nurh is capable of looking into someone's eyes and making them more inclined to do what he asks them to do... Or, if they happen to feel particularly angry with him, stubborn, or just straight-up don't want to do what he wants, he is capable of looking into someone's eyes and unintentionally completely betraying his intention(s) and the fact that he was trying to hypnotize them in the first place...
Telekinesis: Nurh can catch low-mass, mid-velocity projectiles, (or mid-mass, low-velocity projectiles) move, manipulate, and even fire them back with his mind within a 10-foot range. Other than striking utter terror into the hearts of sportsball players the world over, it's useful for subtly pilfering things, recovering thrown/disarmed weapons, getting bombs away, and not much else. He's not very strong in this department, and anyone of healthy constitution could probably jerk any objects free of his "grasp" with little effort.
Illusions: Nurh can make people see things that aren't there. Unless they're in a very dark room, the illusion will never be particularly significant, and more often than not, it'll be a brief apparition in the corner of someone's eye that draws their attention away. If it doesn't work, the only thing that'll be drawing that person's attention is why the hell Nurh's staring at them and grunting with that dumb look on his face...