Shade
Monster Junkie
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Brain Coral
Small Magical Beast (Aquatic, Psionic)
Hit Dice: 3d10+6 (22 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 15 (+1 size, -5 Dex, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +3/+X
Attack: Sting +X melee (paralysis)
Full Attack: Sting +X melee (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, psionics
Special Qualities: Blindsense 30 ft., low-light vision, psionics
Saves: Fort +5, Ref -2, Will +2
Abilities: Str 8-10, Dex 1, Con 15, Int 16, Wis 12, Cha 14
Skills: 30
Feats: Expanded Knowledge (Clairvoyant Sense), 1 more
Environment: Any aquatic
Organization: Solitary
Challenge Rating: X
Treasure: None?
Alignment: Always neutral
Advancement: X
Level Adjustment: --
Description.
Brain coral is an evolutionary offshoot of a type of stony coral. It has an exoskeleton that is convoluted and ridged so that it resembles a human brain. Like its simpler cousin, this more advanced type of brain coral is restricted to the warm waters of the tidal zone, but may be found at depths of 1,000' +. Usually, it is found with the growth of a coral reef or atoll where feeding is easier.
The brain coral consists of the animal polyp which has settled and, over the years, built up an exoskeleton of pure calcium carbonate around it for protection. The exoskeleton is AC 5 and takes damage equal to the total hit points of the polyp before fracturing enough to allow the attacker to actually get at the AC 10 polyp. Nematocyts (stinging cells) throughout the skeleton inject a weak neurotoxin into victims which can paralyze for 1d10 rounds.
If encountered, a brain coral may attempt to read its visitors' minds if the coral has ESP.
On the rare occasions where there may be more than one patch of brain coral in an area, by using their metaconcert power, they can form deadly patches of coral communities stretching many distances over an aquatic domain.
Brain coral skeletons are yellow, brown, or olive in color. If removed from the water, the skeleton turns bone white.
An average brain coral is about X feet long.
Brain coral does not speak.
Combat
If attacked, the brain coral uses its telekinetic powers either to move attackers away from the area or to batter one attacker with underwater debris.
Psionic Powers: Brain coral manifests powers as a psion (telepath) of 9th level. The save DCs are Intelligence-based.
Typical Psion Powers Known (power points 72, save DC 10 + power level): 1st - Empathy*, Mindlink*, Mind Thrust (DC 11*), Missive*, Psionic Charm (DC 11*); 2nd - Clairvoyant Sense, Ego Whip (DC 12*), Read Thoughts (DC 12), Thought Shield*; 3rd - Body Adjustment*, False Sensory Input (DC 13*), Telekinetic Force (DC 13*), Telekinetic Thrust (DC 13*); 4th - Correspond, Psionic Dominate (DC 14*), Telekinetic Maneuver*, Thieving Mindlink (DC 14*); 5th - Metaconcert*, Mind Probe (DC 15).
*Power can be augmented.
The brain coral first appeared in Dragon Magazine #116, p. 38.
Brain Coral
Small Magical Beast (Aquatic, Psionic)
Hit Dice: 3d10+6 (22 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 15 (+1 size, -5 Dex, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +3/+X
Attack: Sting +X melee (paralysis)
Full Attack: Sting +X melee (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, psionics
Special Qualities: Blindsense 30 ft., low-light vision, psionics
Saves: Fort +5, Ref -2, Will +2
Abilities: Str 8-10, Dex 1, Con 15, Int 16, Wis 12, Cha 14
Skills: 30
Feats: Expanded Knowledge (Clairvoyant Sense), 1 more
Environment: Any aquatic
Organization: Solitary
Challenge Rating: X
Treasure: None?
Alignment: Always neutral
Advancement: X
Level Adjustment: --
Description.
Brain coral is an evolutionary offshoot of a type of stony coral. It has an exoskeleton that is convoluted and ridged so that it resembles a human brain. Like its simpler cousin, this more advanced type of brain coral is restricted to the warm waters of the tidal zone, but may be found at depths of 1,000' +. Usually, it is found with the growth of a coral reef or atoll where feeding is easier.
The brain coral consists of the animal polyp which has settled and, over the years, built up an exoskeleton of pure calcium carbonate around it for protection. The exoskeleton is AC 5 and takes damage equal to the total hit points of the polyp before fracturing enough to allow the attacker to actually get at the AC 10 polyp. Nematocyts (stinging cells) throughout the skeleton inject a weak neurotoxin into victims which can paralyze for 1d10 rounds.
If encountered, a brain coral may attempt to read its visitors' minds if the coral has ESP.
On the rare occasions where there may be more than one patch of brain coral in an area, by using their metaconcert power, they can form deadly patches of coral communities stretching many distances over an aquatic domain.
Brain coral skeletons are yellow, brown, or olive in color. If removed from the water, the skeleton turns bone white.
An average brain coral is about X feet long.
Brain coral does not speak.
Combat
If attacked, the brain coral uses its telekinetic powers either to move attackers away from the area or to batter one attacker with underwater debris.
Psionic Powers: Brain coral manifests powers as a psion (telepath) of 9th level. The save DCs are Intelligence-based.
Typical Psion Powers Known (power points 72, save DC 10 + power level): 1st - Empathy*, Mindlink*, Mind Thrust (DC 11*), Missive*, Psionic Charm (DC 11*); 2nd - Clairvoyant Sense, Ego Whip (DC 12*), Read Thoughts (DC 12), Thought Shield*; 3rd - Body Adjustment*, False Sensory Input (DC 13*), Telekinetic Force (DC 13*), Telekinetic Thrust (DC 13*); 4th - Correspond, Psionic Dominate (DC 14*), Telekinetic Maneuver*, Thieving Mindlink (DC 14*); 5th - Metaconcert*, Mind Probe (DC 15).
*Power can be augmented.
The brain coral first appeared in Dragon Magazine #116, p. 38.