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Brain CollectorCreature 8


UncommonCELargeAberration
Source Pathfinder Bestiary
Perception +18 (darkvision)
Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon, Telepathy 100 Feet
Skills Acrobatics +17, Arcana +18, Athletics +16, Lore +18, Occultism +21, Stealth +17
Str +6, Dex +3, Con +5, Int +4, Wis +4, Cha +3

AC 26; Fort +15; Reflex +13; Will +18; +1 status to all saves vs. magic
HP 140
Speed 25 feet (fly 30 feet)
Immunities confused

Jaws One Action +20 (+15, +10) to hit 2d12+6 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d8+6 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. MagicBrain Blisters

A brain collector has seven brain blisters on its back that it uses to house stolen brains. A brain collector without all seven blisters full is Stupefied with a value equal to the number of empty blisters.

Brain Loss

If a brain collector takes 30 damage from a critical hit or takes 25 mental damage, it must succeed at a DC 26 save (DC 26 fortitude for critical damage or DC 26 will for mental damage) or one of its brain blisters is destroyed.

Brain Collector Venom (poison)

Saving Throw DC 26 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison and Enfeebled 1 (1 round)

Stage 2 1d6 poison, enfeebled 1, and Slowed 1 (1 round)

Stage 3 2d6 poison, Enfeebled 2, and slowed 1 (1 round)

Collect Brain One Action (manipulate)

The brain collector collects a brain of a creature that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters.


Occult Spontaneous Spells (DC 26, +18 to hit)

Cantrips (4th Level): Dancing Lights, Detect Magic, Mage Hand, Prestidigitation
1st Level (4 slots): Mindlink, Ray of Enfeeblement, True Strike, Unseen Servant
2nd Level (4 slots): Dispel Magic, Humanoid Form, Invisibility, Mirror Image, Paranoia
3rd Level (3 slots): Haste, Paralyze
4th Level (2 slots): Confusion, Phantasmal Killer


The grotesque brain collectors originate from worlds far beyond the known solar system, and are part of a conglomeration of hostile aliens known collectively as the Dominion of the Black. Whether driven by their own schemes or directives from sinister overlords, brain collectors arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult magical energies.

A brain collector's form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for merely oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike.

Brain collectors have very little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them, or the Dominion they hail from, as if they were gods. To brain collectors, terrestrial creatures are simply resources for their magical needs and occult powers. They have little interest in worshipping gods or being worshipped themselves, yet they do practice strange forms of religion of their own, in which they consider the primordial forces of deep space as worthy of faith and fear.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.