Library / Bestiary

Intellect Devourer

CR 8.00 Aberration CE Small
Devoid of a head, or any features at all save for four short, clawed legs, this creature's body looks like a large, glistening brain.

Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world's cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to “shop” for an attractive new body.

An intellect devourer is 3 feet long and weighs about 60 pounds.

STR
12
DEX
23
CON
21
INT
16
WIS
10
CHA
17
HP
84 (8d8+48)
AC
22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
Speed
40 ft.
Init
+10
Melee
4 claws +13 (1d4+1)
BAB
+6
CMB
+6
CMD
22 (26 vs. trip)
Fort
+7
Ref
+8
Will
+8
DR
10/adamantine and magic
SR
23
Racial Modifiers
+8 Bluff, +8 Perception, +8 Stealth

Body Thief — As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

sneak attack +3d6

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Toughness from Feat

<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11

spell-like abilities:
Constant—Detect Magic, At will—Confusion, At will—Daze Monster, At will—Inflict Serious Wounds, At will—Invisibility, At will—Reduce Person, 3/day—Cure Moderate Wounds, 3/day—Globe Of Invulnerability
Details
Type
Aberration
Alignment
CE
Size
Small
Environment
any underground
Organization
solitary, brood (2-6), or tribe (7-16)
Treasure
double
Senses
blindsight 60 ft., detect magic; Perception +19
Languages
Undercommon (cannot speak); telepathy 100 ft.
Source
Bestiary
Sources Used in This Record
12 House/Core
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Confusion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Daze Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Inflict Serious Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Reduce Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Moderate Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Globe Of Invulnerability (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.