Shade
Monster Junkie
Brain Coral
http://www.enworld.org/showthread.php?t=201788&page=2
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/-2
Attack: Sting +3 melee touch (paralysis)
Full Attack: Sting +3 melee touch (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, psionics
Special Qualities: Blindsense 30 ft., exoskeleton, immunity to visual effects, low-light vision, psionics
Saves: Fort +5, Ref -2, Will +2
Abilities: Str 8, Dex 1, Con 15, Int 16, Wis 12, Cha 14
Skills: Concentration +8, Diplomacy +10, Listen +7, Sense Motive +7, Psicraft +9
Feats: Expanded Knowledge (Clairvoyant Sense), Psionic Endowment
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Half standard
Alignment: Always neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: -
This patch of olive coral resembles a human brain.
Some stony coral has evolved over time into brain coral, so named for its convoluted and ridged exoskeleton. Found mostly in warm waters in tidal zones, brain coral can survive at depths of 1,000 feet or greater. Brain coral generally resides within an existing coral reef or atoll.
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 does not collect treasure, but incidental treasure may be found in its reef from its victims and the victims of other nearby aquatic hazards.
An average brain coral covers an area 2 feet square. Exoskeletons range from yellow, brown, or olive in color. If removed from the water, the skeleton turns bone white.
Brain coral does not speak, but can communicate via its mindlink ability.
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.
Exoskeleton (Ex): The brain coral's exoskeleton has hit points equal to the brain coral's total maximum hit points. All damage dealt to the brain coral first damages the exoskeleton. Once the exoskeleton is reduced to 0 hp, it is destroyed. Any subsequent attacks directly damage the brain coral, and its natural armor bonus is lost, reducing its AC to 6. A brain coral may use its body adjustment ability to repair its exoskeleton. If its exoskeleton is destroyed, the brain coral can regrow it at a rate of +1 natural armor per year.
Paralysis (Ex): A creature hit by a brain coral's sting attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d10 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
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 (1986).
http://www.enworld.org/showthread.php?t=201788&page=2
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/-2
Attack: Sting +3 melee touch (paralysis)
Full Attack: Sting +3 melee touch (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, psionics
Special Qualities: Blindsense 30 ft., exoskeleton, immunity to visual effects, low-light vision, psionics
Saves: Fort +5, Ref -2, Will +2
Abilities: Str 8, Dex 1, Con 15, Int 16, Wis 12, Cha 14
Skills: Concentration +8, Diplomacy +10, Listen +7, Sense Motive +7, Psicraft +9
Feats: Expanded Knowledge (Clairvoyant Sense), Psionic Endowment
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Half standard
Alignment: Always neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: -
This patch of olive coral resembles a human brain.
Some stony coral has evolved over time into brain coral, so named for its convoluted and ridged exoskeleton. Found mostly in warm waters in tidal zones, brain coral can survive at depths of 1,000 feet or greater. Brain coral generally resides within an existing coral reef or atoll.
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 does not collect treasure, but incidental treasure may be found in its reef from its victims and the victims of other nearby aquatic hazards.
An average brain coral covers an area 2 feet square. Exoskeletons range from yellow, brown, or olive in color. If removed from the water, the skeleton turns bone white.
Brain coral does not speak, but can communicate via its mindlink ability.
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.
Exoskeleton (Ex): The brain coral's exoskeleton has hit points equal to the brain coral's total maximum hit points. All damage dealt to the brain coral first damages the exoskeleton. Once the exoskeleton is reduced to 0 hp, it is destroyed. Any subsequent attacks directly damage the brain coral, and its natural armor bonus is lost, reducing its AC to 6. A brain coral may use its body adjustment ability to repair its exoskeleton. If its exoskeleton is destroyed, the brain coral can regrow it at a rate of +1 natural armor per year.
Paralysis (Ex): A creature hit by a brain coral's sting attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d10 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
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 (1986).
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