Thursday, December 6, 2018

Creatures: Brain Installation

Brain Installation


Size/Type: Tiny Undead
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: Fly 30 ft. (8 squares) (good)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: –/–
Attack: –
Full Attack: –
Space/Reach: 1 ft./–
Special Attacks: Psionics, rebuke undead 6/day (+5, 2d6+6, 3rd)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., mental mutations, telepathy, undead traits
Saves: Fort +1, Ref +3, Will +6
Abilities: Str –, Dex 14, Con –, Int 16, Wis 12, Cha 16
Skills: Bluff +9, Diplomacy +9, Knowledge (history) +9, Knowledge (psionics) +9, Knowledge (science) +9, Listen +9, Spot +9
Feats: Alertness, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 4-9 HD (Tiny)
Level Adjustment: –
Something gray and shriveled sloshes within a grimy glass canister – a disembodied brain afloat in chemical preservatives.
The brain installation is a masterpiece of preservation – but where chemical preservatives leave off, dark science picks up. An animate brain in a jar is, in truth, an undead creature. Additionally, possibly because it is free of the need to worry about controlling and animating an entire body, a brain in a jar possesses potent mental powers.
Of course, merely removing the brain of a human or some other creature and storing it in chemical preservatives is not enough to create an undead brain with psionic ability. The process of extraction, the methods of formulation, and the chemical recipes of preservation are closely guarded secrets held by only a few long dead scientists
The creation of a brain installation is difficult and fraught with danger, because once its mental powers are fully developed, this undead creature is adept at controlling the thoughts and minds of other creatures, especially living creatures. It is not unknown for a brain in a jar to take control over the scientists who created it.
A brain in a jar weighs about 25 pounds, which includes the weight of the glass canister and the preservative fluids.
Combat
A brain installation prefers control to direct combat, since brains in fragile glass jars can’t stand too much jostling. However, when it can’t stay completely clear of combat, it seeks to put off aggressors with its mind thrust ability.
Psionics
A brain installation automatically possesses the Telepathy mutation, and will have 2d4 Mp worth of mutations as well.
(Yes, shamelessly stolen from Brain in a Jar) 

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