Underwater creatures, HELP!

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.

Funny, Brain Coral has the same manifester level as Mind Flayers (9th). None of the power points and DCs are modified for its INT stat yet.

NEED to include this feat for the creature when we give them feats, either one of its selected, or a bonus feat.
Expanded Knowledge (Clairvoyant Sense)


Flavor text
Note: 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.
 
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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.
 
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Yeah, stats would probably be the next step. I notice that you listed the psionic powers as Intelligence-based. Can it be Cha-based instead? I'm not very familiar with psionics, but since it has an Int of 1, I'd imagine that it wouldn't be able to use its powers if they function like spells, requiring a min score of 10 + spell level to cast.

Isn't there a wilder class now that functions more like a sorcerer than a psion?
 

Humm. With 3.5 edition of Psionics, Psions are Int based, Psi Warriors are Wis based. There is a new Class which is the Wilder, and they are Cha based so we can do that and I will just have to modify the psi powers a little.
 


In the original write up it does have excepetional for the inteliggence rating. We need at least a 14 CHA in order for it to use its abilities.

Str? Dex1 Con15 Int? Wis12 Cha14
Since it does not move, like a slime would Dex 1 be in order? No eyes, so it should not have low-light vision, just it's blindsense or its psi powers to see through others or its clairvoyance.
 

D'oh! You are correct, it does have exceptional intelligence. I'm not sure how it ended up with 1 when I did the stat block...probably because it was a plant at one point and I added mindless somehow.

Anyway, I'll correct its Int score to 16, so I'll leave it up to you if you want to stick with psion or switch to wilder.

I like your suggested stats, and perhaps a Str score of 8-10?
 



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