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BrainchildCreature 11


RareCELargeIllusionMental
Source Pathfinder Bestiary 3
Perception +18 (darkvision)
Languages Telepathy 100 Feet, Universal Language
Skills Deception +22, Intimidation +24, Performance +22, Society +21, Stealth +20
Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +7

AC 30; Fort +21; Reflex +22; Will +18;
HP 200
Speed 30 feet (fly 30 feet)
Immunities death effects, detection, disease, doomed, necromancy, scrying
Weaknesses Mental 10

Illusory Weapon One Action +24 (+19, +14) to hit (illusion, mental, occult) 4d6+10 Mental
Illusory Weapon One Action +24 (+19, +14) to hit (illusion, mental, occult, range 100) 4d6+6 Mental

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.

Universal Language

Anything spoken by the brainchild is perceived by the listener in its native language.

Urban Legend

A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.

The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.

A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.

Persistence of Memory (illusion, mental, occult)

When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days.


Occult Innate Spells (DC 30, +22 to hit)

Cantrips (6th Level): Ghost Sound, Message
4th Level: Dimension Door, Phantasmal Killer (Image Resembles the Brainchild)


A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a @UUID[Compendium.pf2e.spells-srd.Phantasmal Killer]{Phantasmal Killer} spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.