Elder Brain CR 25
LE Large Abberation (psionic)
Init ; Senses Listen +38, Spot +36
Language Telepathy 350 ft.
AC 30 (Dex 1 , size -1 , armor 0 , natural 20 , deflection 0 , insight 0) T 10, FF 29
SR 34
hp 484 (26HD)
Regen 10
Fort +24 Ref +11 Will +24
Speed 30 ft. (6 squares), burrow 20 ft.
Melee Tendril ()
Melee ()
Base Atk +19, Grp +24
Attack Options improved grab, mind blast, psionics, spells, Extract
Special Actions <insert>
SQ regeneration 10, resistance to cold 10 and fire 10, SR 34, bud brain golem
Spell-like Abilities 18+ spell level CL
at will - astral projection, charm monster (DC 22), detect thoughts (DC 20), dominate monster (DC 27), mass suggestion (DC 24), plane shift,
Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6 CL 20
0 - acid splash (+19 ranged touch), daze (DC 18), detect magic, detect poison, flare (DC 18), mage hand, ray of frost (+19 ranged touch), read magic, touch of fatigue (+19 melee touch; DC 18)
1st - comprehend languages, identify, ray of enfeeblement (+19 ranged touch), shield, true strike;
2nd - locate object, obscure object (DC 20), resist energy, scorching ray (+19 ranged touch), touch of idiocy (+19 melee touch);
3rd - clairaudience/clairvoyance, dispel magic, displacement, nondetection;
4th - detect scrying, dimensional anchor (+19 ranged touch), Evards black tentacles, scrying (DC 22);
5th - dismissal (DC 23), sending, telekinesis (DC 23), teleport;
6th - analyze dweomer, chain lightning (DC 24), greater dispel magic;
7th - insanity (DC 25), summon monster VII, vision;
8th - discern location, maze, screen (DC 26);
9th - energy drain (+19 ranged touch), Mordenkainen's disjunction, prismatic sphere (DC 27).
Abilities Str 13 Dex 13 Con 38 Int 28 Wis 25 Cha 26
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spel-Like Ability (charm monster), Quicken Spell-Like Ability (mass suggestion), Toughness, Weapon Focus (tendril), Alertness
Skills Bluff +37, Concentration +43, Diplomacy +41, Disguise +8 (+10 acting), Intimidate +41, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (the planes) +38, Listen +38, Sense Motive +36, Spellcraft +42, Spot +36, Survival +7 (+9 following Tracks)
Init ; Senses Listen +38, Spot +36
Language Telepathy 350 ft.
AC 30 (Dex 1 , size -1 , armor 0 , natural 20 , deflection 0 , insight 0) T 10, FF 29
SR 34
hp 484 (26HD)
Regen 10
Fort +24 Ref +11 Will +24
Speed 30 ft. (6 squares), burrow 20 ft.
Melee Tendril ()
Melee ()
Base Atk +19, Grp +24
Attack Options improved grab, mind blast, psionics, spells, Extract
Special Actions <insert>
SQ regeneration 10, resistance to cold 10 and fire 10, SR 34, bud brain golem
Spell-like Abilities 18+ spell level CL
at will - astral projection, charm monster (DC 22), detect thoughts (DC 20), dominate monster (DC 27), mass suggestion (DC 24), plane shift,
Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6 CL 20
0 - acid splash (+19 ranged touch), daze (DC 18), detect magic, detect poison, flare (DC 18), mage hand, ray of frost (+19 ranged touch), read magic, touch of fatigue (+19 melee touch; DC 18)
1st - comprehend languages, identify, ray of enfeeblement (+19 ranged touch), shield, true strike;
2nd - locate object, obscure object (DC 20), resist energy, scorching ray (+19 ranged touch), touch of idiocy (+19 melee touch);
3rd - clairaudience/clairvoyance, dispel magic, displacement, nondetection;
4th - detect scrying, dimensional anchor (+19 ranged touch), Evards black tentacles, scrying (DC 22);
5th - dismissal (DC 23), sending, telekinesis (DC 23), teleport;
6th - analyze dweomer, chain lightning (DC 24), greater dispel magic;
7th - insanity (DC 25), summon monster VII, vision;
8th - discern location, maze, screen (DC 26);
9th - energy drain (+19 ranged touch), Mordenkainen's disjunction, prismatic sphere (DC 27).
Abilities Str 13 Dex 13 Con 38 Int 28 Wis 25 Cha 26
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spel-Like Ability (charm monster), Quicken Spell-Like Ability (mass suggestion), Toughness, Weapon Focus (tendril), Alertness
Skills Bluff +37, Concentration +43, Diplomacy +41, Disguise +8 (+10 acting), Intimidate +41, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (the planes) +38, Listen +38, Sense Motive +36, Spellcraft +42, Spot +36, Survival +7 (+9 following Tracks)
Extract (Ex): An elder brain that begins its turn with a tendril attached to an opponent and makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. Extraction is not instantly fatal to foes with multiple heads.
Improved Grab (Ex): To use this ability, an elder brain must hit a Small to Gargantuan creature with its tendril attack. If it gets a hold, it sinks the tendril into the opponent's head and can try to extract in the next round. The opponent can escape with a single successful grapple check or Escape Artist check, but the elder brain gets a +2 circumstance bonus for the deep attachment, and the opponent takes 1d6 points of damage from ripping the tendril free.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 31 Will save or be stunned for 3d4 rounds. An elder brain can use this ability once every 1d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.
Psionics (Sp): At will - astral projection, charm monster (DC 22), detect thoughts (DC 20), dominate monster (DC 27), mass suggestion (DC 24), plane shift. Caster or manifester level 20th. The save DCs are Charisma-based.
Spells: An elder brain casts spells as a 20th-level sorcerer.
Blindsight (Ex): An elder brain has no visual organs but can "see" by using psychic energy to ascertain objects and creatures within 240 feet.
Bud Brain Golem (Ex): Once per day, an elder brain can bud a portion of its flesh, forming a golemlike creature composed of fused and hardened brains. An elder brain can never have more than three active brain golems at a time. Brain golems.
Regeneration (Ex): An elder brain takes normal damage from sonic- and acid-based attacks.
Telepathic Awareness (Su): Within a radius of 350 feet, the elder brain detects all creatures whose minds are not shielded with an effect such as mind blank, even through solid rock. Within this same range, it can communicate with any creature that has a language.
Improved Grab (Ex): To use this ability, an elder brain must hit a Small to Gargantuan creature with its tendril attack. If it gets a hold, it sinks the tendril into the opponent's head and can try to extract in the next round. The opponent can escape with a single successful grapple check or Escape Artist check, but the elder brain gets a +2 circumstance bonus for the deep attachment, and the opponent takes 1d6 points of damage from ripping the tendril free.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 31 Will save or be stunned for 3d4 rounds. An elder brain can use this ability once every 1d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.
Psionics (Sp): At will - astral projection, charm monster (DC 22), detect thoughts (DC 20), dominate monster (DC 27), mass suggestion (DC 24), plane shift. Caster or manifester level 20th. The save DCs are Charisma-based.
Spells: An elder brain casts spells as a 20th-level sorcerer.
Blindsight (Ex): An elder brain has no visual organs but can "see" by using psychic energy to ascertain objects and creatures within 240 feet.
Bud Brain Golem (Ex): Once per day, an elder brain can bud a portion of its flesh, forming a golemlike creature composed of fused and hardened brains. An elder brain can never have more than three active brain golems at a time. Brain golems.
Regeneration (Ex): An elder brain takes normal damage from sonic- and acid-based attacks.
Telepathic Awareness (Su): Within a radius of 350 feet, the elder brain detects all creatures whose minds are not shielded with an effect such as mind blank, even through solid rock. Within this same range, it can communicate with any creature that has a language.
