Dungeons and Dragons Intellect Devourer 3.5 PBP RPG

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Intellect Devourer

Intellect Devourer

Small Aberration (Evil, Psionic)

Hit Dice:

6d8+15 (42 hp)

Initiative:

+5

Speed:

40 ft. (8 squares)

Armor Class:

21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16

Base Attack/Grapple:

+4/+1

Attack:

Claw +6 melee (1d3+1)

Full Attack:

4 claws +6 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Body thief, psi-like abilities

Special Qualities:

Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, electricity resistance 15, vulnerability to protection from evil

Saves:

Fort +4, Ref +7, Will +6

Abilities:

Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14

Skills:

Bluff + 15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16

Feats:

Combat Manifestation, Toughness, Up the Walls, Wild Talent B

Environment:

Underground

Organization:

Solitary or pod (2-4)

Challenge Rating:

7

Treasure:

1/2 coins; double goods; standard items

Alignment:

Always chaotic evil

Advancement:

7-8 HD (Small); 9-15 HD (Medium); 16-18 HD (Large)

Level Adjustment:

+6

Intellect devourers understand Common but must be in possession of a body to speak. An intellect devourer in possession of a body also knows the languages known by that victim.

Combat

Body Thief (Su): When an intellect devourer overcomes a lone victim, it consumes the victim's brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits.

When an intellect devourer completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim's skull and resuming its normal form.

After consuming its victim's brain, an intellect devourer can instead choose to animate the body for up to seven days as if it were the victim's original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim's form. As long as the intellect devourer occupies the body, it knows the languages spoken by the victim and very basic information about the victim's identity and personality, but none of the victim's specific memories or knowledge.

Psi-Like Abilities: At will-cloud mind, compression, detect psionics, ego whip (2d4, DC 16*), empty mind (+5 on Will saves*), id insinuation (three targets, DC 16*); 3/day-body adjustment (2d12*), intellect fortress, painful strike. Manifester level 7th.

The save DCs are Charisma-based.

*Includes augmentation for the intellect devourer's manifester level.

Blindsight (Ex): An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would.

Vulnerability to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.

Skills: Intellect devourers have a +8 racial bonus on Bluff checks, useful for passing off the possessed body as the original. They also have a +8 racial bonus on Move Silently checks and Listen checks.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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