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Steadied Dohv-DrannaCreature 10


UniqueLargeAberrationChaoticEvil
Source Pathfinder Society Scenario #5-11: The Hidden Current
Perception +21 (darkvision)
Languages Aklo, Chthonian, Common, Draconic, Protean, Sakvroth, Telepathy 100 Feet
Skills Lore +21, Acrobatics +20, Arcana +21, Athletics +19, Occultism +24, Stealth +20
Str +6, Dex +3, Con +5, Int +4, Wis +4, Cha +3

AC 29; Fort +18; Reflex +16; Will +21; +1 status to all saves vs. magic
HP 180
Speed 25 feet (fly 30 feet)
Immunities confused

Jaws One Action +23 (+18, +13) to hit (unarmed) 2d12+9 Piercing
Claw One Action +23 (+19, +15) to hit (agile, unarmed) 2d8+9 Slashing

Telepathy 100 feet (aura, 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 29 save (DC 29 fortitude for critical damage or DC 29 will for mental damage) or one of its brain blisters is destroyed.

Brain Collector Venom (poison)

Saving Throw DC 29 fortitude

Maximum Duration 6 rounds

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

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

Stage 3 2d6 poison damage, 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.

Explosive End

The mutant brain collector's death reveals one last surprise as it explodes into radioactive ash. When it dies, it explodes, dealing 5d6 acid damage to each creature in a 10-foot emanation, with a DC 27 reflex save.

Shifting Iridescence (magical)

Whenever the mutant brain collector takes energy damage to which it isn't resistant or immune, after taking the damage normally, it gains resistance 10 to that damage type. If it had a resistance to a different damage type from shifting iridescence, it replaces the old resistance with the new resistance.


Occult Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th 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

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.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.