Kvantum
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Brain Collector (Neh-Thalggu) CR 6 (CR 7 in 3.5, but most CRs need to be adjusted for Pathfinder)
Usually CN, NE, or CE Large Aberration
Init +7, Senses darkvision 60 ft.; Perception +15
Languages Neh-thalggu; telepathy 60 ft.
DEFENSES
AC 20, touch 12, flat-footed 17 (-1 size, +3 Dex, +8 natural)
hp 95 (10d8+40+10); DR 5/magic
Immune critical hits, disease, poison, sneak attacks
Fort +7, Ref +6, Will +11
SQ otherworldly physiology (immune to critical hits, sneak attacks, coup de grace, death from massive damage, disease, and poison; does not age)
OFFENSE
Speed 60 ft.
Melee - bite +13 (2d8+10)
Space 10 ft.; Reach 5 ft.
Special Attacks extract brain, metamagic
Sorcerer Spells Known (CL 6th, Concentration +12)
3rd (4/day) - dispel magic, displacement, fly, haste, vampiric touch
2nd (7/day) - detect thoughts (DC 18), ghoul touch (DC 18), invisibility, mirror image, resist energy, see invisibility
1st (8/day) - expeditious retreat, feather fallm grease (DC 17), mage armor, magic missile, ray of engfeeblement, shield, true strike
0th (at will) - dancing lights, detect magic, ghost sound (DC 16), mage hand, prestidigitation, read magic, touch of fatigue (DC 16)
STATISTICS
Str 24, Dex 17, Con 18, Int 20, Wis 15, Cha 22
BAB +7; CMB +15; CMD 28
Feats - Empower Spell, Eschew Materials, Improved Initiative, Iron Will, Toughness
Skills - Acrobatics +16 (jump +28), Escape Artist +16, Intimidate +19, Knowledge (arcana) +18, Knowledge (any two others) +15, Perception +15, Spellcraft +18, Stealth +12
Extract Brain (Ex): Can remove the brain of a helpless opponent as a full-round action, provoking an AoO and immediately slaying the target at the end of the round. This power is useless against constructs, elementals, oozes, plants and undead; and is not instantly fatal to multi-headed creatures such as ettins or hydrae. The neh-thalggu can swallow an extracted brain as a free action, storing it in one of its 12 brain sacs.
Metamagic (Su): Can absorb a captured brain to alter a spell being cast in one of three ways:
* cast without verbal or somatic components
* cast a spell with a range of Touch as a ray (effectively a 30' ranged touch attack)
* cast a spell that targets a single creature and deliver it to the target as part of a bite attack, losing the spell if the bite misses.
Regardless of which option is chosen, the absorption of the brain also costs the brain collector knowledge of one of its spells and it must collect another brain to regain knowledge of the spell.
Spells: Can cast spells as a 6th level sorcerer and can store additional spells kown in its collected brains. If it absorbs a spell, it loses kn owledge of one of its known spells. When it collects a new brain, it may select a new spell to replace the one lost. A neh-thalggu may have any number of spells of a particular level, though it cannot exceed the number of spells known at a lower spell level. The stat block above assumes a collector with a full complement of 12 brains.