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Intellect Devourer Sorcerer 12

Intellect Devourer Sorcerer 12 CR 15

XP 51,200
Intellect devourer sorcerer 12
CE Small aberration
Init +11; Senses blindsight 60 ft., detect magic; Perception +21

DEFENSE

AC 27, touch 18, flat-footed 20 (+7 Dex, +5 natural, +4 shield, +1 size)
hp 233 (20 HD; 8d8+12d6+140+15 temporary)
Fort +12, Ref +13, Will +16
Defensive Abilities invisibility, mirror image; DR 10/adamantine and magic; Immune fire; Resist cold 20, electricity 20, sonic 20; SR 23
Weaknesses vulnerability to protection from evil

OFFENSE

Speed 30 ft.
Melee 4 claws +20 (1d4+1)
Special Attacks acidic ray (1d6+6 acid, 12/day), body thief, sneak attack +3d6

Spell-Like Abilities (CL 8th; concentration +17)

Constantdetect magic
At willconfusion (DC 23, single target only), daze monster (DC 21, no HD limit), inflict serious wounds (DC 22), invisibility, reduce size (as reduce person but self only)
3/daycure moderate wounds, globe of invulnerability

Sorcerer Spells Known (CL 12th; concentration +21)

6th (4/day)mass suggestion (DC 27)
5th (6/day)cone of cold (DC 24), feeblemind (DC 26), teleport
4th (7/day)black tentacles, charm monster (DC 25), fire shield, phantasmal killer (DC 23)
3rd (8/day)fireball (DC 22), fly, gentle repose, hold person (DC 24), nondetection, tongues
2nd (8/day)bear’s endurance, eagle’s splendor, false life, mirror image, scorching ray, see invisibility
1st (8/day)charm person (DC 22), disguise self (DC 20), enlarge person, magic missile, shield, unseen servant
0 (at will)arcane mark, dancing lights, detect poison, ghost sound (DC 19), mage hand, mending, open/close, prestidigitation, resistance

Bloodline Aberrant

TACTICS

Before Combat It keeps false life active at all times. If expecting a fight, it casts bear’s endurance, eagle’s splendor, invisibility, mirror image, resistance, and shield. It always prefers to fight in a host body rather than its natural form.

During Combat If not already in a host, it tries to use its body thief ability. It favors neutralizing threats with enchantments over direct conflict. In its natural form, it cannot speak, and must use Silent Spell to cast.

Morale If reduced below 50 hit points, it teleports away and devises a new plan of attack.

Base Statistics If not given time to cast the spells listed in its Before Combat section, it’s stats are:

AC 23, flat-footed 16; hp 178; Fort +11, Ref +12, Will +16; acidic ray 10/day; concentration and save DCs reduced by 2; Con 19, Cha 24; Bluff +38, Diplomacy +20, Disguise +27, Use Magic Device +23

STATISTICS

Str 12, Dex 25, Con 23, Int 18, Wis 14, Cha 28
Base Atk +12; CMB +12; CMD 29
Feats Combat Casting, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Focus (enchantment), Improved Initiative, Quicken Spell, Silent Spell, Spell Focus (enchantment), Still Spell, Toughness, Weapon Finesse
Skills Bluff +40, Craft (alchemy) +17, Diplomacy +22, Disguise +29, Fly +20, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (local) +12, Perception +21, Sense Motive +20, Spellcraft +22, Stealth +23, Use Magic Device +25
Languages Orvian, Undercommon (cannot speak); telepathy 100 ft.
SQ bloodline arcana, long limbs (+10 ft.), unusual anatomy (25%)
Gear (only if encountered in a host body) ring of protection +2, rod of splendor, unguent of timelessness (2), 5,000 gp of luxury goods

SPECIAL ABILITIES

Body Thief (Su)

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.

Vulnerable to Protection from Evil (Ex)

An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.


Section 15: Copyright Notice

Pathfinder Campaign Setting: Lost Cities of Golarion

Pathfinder Campaign Setting: Lost Cities of Golarion. © 2011, Paizo Publishing, LLC. Authors: Tim Hitchcock, Brandon Hodge, Michael Kortes, Jason Nelson, and Russ Taylor.