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Intellect Devourer

Intellect Devourer

Tiny aberration
Challenge
2

STR
−2
DEX
2
CON
2
INT
1
WIS
0
CHA
0

36
8d4+16
16
Soak
1
Fort
+3
Ref
+1
Will
+0
Defense note natural armor
Condition immunities blinded

Speed 8 m.
Skills Insight +0 (11), Perception +2 (13), Stealth +4 (15)
Senses blindsight 10 m. (blind beyond this radius)
Languages understands Aklo but can’t speak, telepathy 10 m.

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 100 meters of it that has an Intelligence of −4 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Maneuvers. The intellect devourer uses maneuvers (maneuver save Difficulty 12). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, pounce, spring attack, sprint, tear flesh, uncanny dodge

Actions (2)

Claws (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect (1/turn). The intellect devourer targets one creature it can see within 2 meters of it that has a brain. The target must succeed on a Difficulty 12 Will saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 1d4: If the total equals or exceeds the target’s Intelligence, that ability is reduced to −5. The target is stunned until it regains at least one Intelligence.

Body Thief (1/turn). The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 1 meter of it that isn’t protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma, as well as its understanding of Aklo, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 1 meter of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 1 meter of it. The body then dies, unless its brain is restored within 1 round.

Underdarkmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.