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UNLIVING BRAIN Tiny Undead (Psionic) Hit Dice: 3d12 (19 hp) Initiative: +2 Speed: Fly 30 ft.

(perfect) (6 squares) Armor Class: 17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed 15 Base Attack/Grapple: / Attack: Full Attack: Space/Reach: 2 ft./ Special Attacks: Mind thrust, psilike abilities, rebuke undead Special Qualities: Blindsight 60 ft., madness, telepathy 100 ft., turn resistance +4, undead traits, unholy grace Saves: Fort +6, Ref +6, Will +9 Abilities: Str , Dex 14, Con , Int 16, Wis 12, Cha 16 Skills: Bluff +9, Concentration +9, Diplomacy +13, Knowledge (Psionics) +9, Psicraft +11, Sense Motive +7, Spellcraft +9 Feats: Great Fortitude, Iron Will Environment: Any Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Usually neutral evil Advancement: 49 HD (Tiny) Flying towards you is a humanoid brain, glowing with a strange energy. Creations of the insane and the truly depraved, unliving brains (more commonly called a brain in a jar due to their usual locations) are undead creatures given life by intermixing negative energy and psionic power. Truly brilliant creatures, unliving brains seek to gain power by dominating the living and the dead. Sometimes, unliving brains arise spontaneously from the bodies of powerful humanoid psions whose minds were psionically focused at the time of death. Other times, mad scientists or necromancers create them for use as servants, spies, or advisors. Unliving brains remember nothing of their former lives, but all display an aptitude for psionic advancement. An unliving brain resembles a normal humanoid brain, though somewhat withered. COMBAT If an unliving brain discovers hostile creatures, it first attempts to dominate the most physically powerful looking member of the party. After the ensuing chaos, the brain attempts to remain hidden and it targets the remaining members with its mind thrust and psionic suggestion powers. Madness (Su): Anyone targeting an unliving brain with a thought detection, mind control, telepathic, or psionic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. A successful Will save DC 14 negates the Wisdom damage.

As a standard action, the unliving brain can attempt to force any one creature that it is communicating with telepathically to take the Wisdom damage. A successful Will save negates the damage. Mind Thrust (Sp): As a standard action, the unliving brain can target a creature with 30 ft. with a mind thrust* power (manifester level 2nd). The creature targeted takes 2d10 points of damage. A successful Will save (DC 14) negates the damage. The save DC is Charisma-based. Psi-Like Abilities: At will detect hostile intent, detect psionics; 3/day psionic suggestion (up to 3 targets within 15 feet of each other, DC 15)*, telekinetic force (one object weighing up to 300 lbs, DC 16)*; 1/day psionic dominate (DC 17). Manifester level 7th. The save DCs are Charisma-based. * Includes augmentation for the unliving brain's manifester level. Rebuke Undead (Su): An unliving brain can rebuke or command undead as a cleric of the same level as the brain in a jars Hit Dice (normally 3). It gains a +3 bonus on its turn check and it deals 2d6+6 points of turning damage on a successful check. Unholy Grace (Su): An unliving brain adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its AC. CREATING AN UNLIVING BRAIN An unliving brain can be created with a create undead spell by a caster of at least 14th-level. The caster must have 6 ranks in either Psicraft or Knowledge (psionics). The caster must also possess a psicrystal which is used as a focus item. The body used in the spell must be of a human, elf, dwarf, githzerai, githyanki, maenad, or xeph. The brain of the creature must be removed before the spell is cast, and the black onyx material component must be placed atop the brain.

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