Steadied Dohv-Dranna

Level 10
Creature· aberrationUniqueLargeLegacy
AC 29
HP 180
Speed 25 ft.
Fort +18
Ref +16
Will +21
Perc +21
Size Large
Unique
aberrationchaoticevil
Immunities confused
Languages aklo, chthonian, common, draconic, protean, sakvroth
Senses darkvision
Speeds 25 ft., fly 30 ft.
Skills occultism +24, arcana +21, acrobatics +20, stealth +20, athletics +19
Recall Knowledge occultism DC 37

Attacks

Melee Jaws +23/+18/+13(unarmed)
Damage: 2d12+9 piercing
Effect: brain collector venom
Melee Claw +23/+19/+15(agile, unarmed)
Damage: 2d8+9 slashing

Abilities

Telepathy 100 feetinteraction(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. Magicdefensive
Brain Blistersdefensive

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 Lossdefensive

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 Venomoffensive(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 Brainoffensive(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 Endoffensive

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 Iridescenceoffensive(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.

Description

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

Chaotic
Evil