Intellect DevourerCreature 8
Source Pathfinder Bestiary 2
Perception +16 (darkvision, lifesense 60 feet)
Languages Aklo, Common, Undercommon, (can't Speak Any Language), Telepathy 100 Feet
Skills Athletics +14, Deception +20, Diplomacy +16, Occultism +17, Society +17, Stealth +18
Str +2, Dex +4, Con +4, Int +5, Wis +4, Cha +6
AC 26; Fort +14; Reflex +16; Will +18;
HP 130
Speed 35 feet
Immunities blinded, controlled, emotion, possession
Talon +18 (+14, +10) to hit (agile, finesse) 2d10+5 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.
Lifesense 60 feetLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Body Thief (manipulate, necromancy, occult, possession)The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could.
Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells.
The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with Gentle Repose or a similar effect.
Exit Body (move)Requirements The intellect devourer is controlling a body with Body Thief
Effect The intellect devourer leaves its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The intellect devourer appears at full size in an adjacent space.
Ravage (death)The intellect devourer makes two talon Strikes against a Paralyzed, Restrained, or Unconscious creature, using the same attack modifier as its highest attack modifier.
These Strikes gain the death trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action.
Stolen IdentityWhile an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body.
Occult Innate Spells (DC 27, +19 to hit)
Cantrips (4th Level): Daze, Detect Magic, Read Aura
1st Level: Soothe
2nd Level: Gentle Repose, Invisibility (At Will) (Self Only), Paranoia (At Will)
4th Level: Confusion, Globe of Invulnerability
Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters roam the Darklands, from which they mount secret invasions of the world above. When an intellect devourer infiltrates a society, its first priority is to acquire a body. It might first seek out a graveyard for a fresh corpse, as this is easier than fighting and killing someone. When the aberration compresses itself into the host's brain cavity, its real body goes dull to sensation as it connects to the nervous system of its host. If found out, an intellect devourer might quickly inhabit a new body to make its escape, preferably something inconspicuous such as a domestic animal.
Traits
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.