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Undead Brain CollectorCreature 7


UniqueCELargeAberrationUndead
Source Pathfinder Adventure: Malevolence
Perception +17 (darkvision)
Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon, Telepathy 100 Feet
Skills Acrobatics +16, Athletics +17, Occultism +12, Stealth +16
Str +6, Dex +3, Con +5, Int -1, Wis +4, Cha +0

AC 24; Fort +18; Reflex +12; Will +15; +1 status to all saves vs. magic
HP 130 (negative healing)
Speed 25 feet
Immunities paralyzed, unconscious, poison, death effects, disease

Jaws One Action +18 (+13, +8) to hit 2d10+8 Piercing
Claws One Action +18 (+14, +10) to hit (agile) 2d8+8 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.

Absorb Phantom Brain Reaction (necromancy)

Trigger The undead brain collector possesses at least 1 phantom brain after using Brainlash


Effect The undead brain collector absorbs 1d4 of its phantom brains, gaining 1d8 temporary Hit Points for each brain it absorbed.

+1 Status to All Saves vs. MagicNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Brainlash Two Actions (mental, necromancy, occult)

The undead brain collector extrudes a writhing tangle of ectoplasm from its bursted brain blisters. These ectoplasmic strands lash out at all living targets within 30 feet. Targets in this area must attempt a DC 25 will save.

After the undead brain collector uses this ability, seven phantom brains glow and shimmer where its brain blisters once were. It can't use Brainlash again until all seven phantom brains are Absorbed.


Critical Success The creature is unaffected.

Success The creature takes 4d6 mental damage.

Failure The creature takes 8d6 mental damage.

Critical Failure The creature takes 8d6 mental damage and is Confused.

Mind-Rotting Toxin (poison)

Saving Throw DC 25 basic fortitude

Maximum Duration 6 rounds


Stage 1 1d6 negative and Stupefied 1 (1 round)

Stage 2 1d6 negative, stupefied 1, and Slowed 1 (1 round)

Stage 3 2d6 negative, Stupefied 2, and slowed 1 (1 round)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.