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Derro Brainwasher (Derro Bard 2)

This pallid woman’s clothing is adorned with leather straps, wicked barbs, and surgical tools. Her eyes twinkle with madness.

Derro Brainwasher CR 5

XP 1,600
Derro bard 2
CE Small humanoid (derro)
Init +4; Senses darkvision 60 ft.; Perception +2

DEFENSE

AC 22, touch 16, flat-footed 17 (+4 armor, +4 Dex, +1 dodge, +2 natural, +1 size)
hp 39 (5 HD; 3d8+2d8+17)
Fort +4, Ref +8, Will +10; SR 16; Weaknesses vulnerable to sunlight

OFFENSE

Speed 20 ft.
Melee aklys +4 (1d6)
Ranged repeating light crossbow +8 (1d6/19–20) or aklys +8 (1d6)
Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate [DC 16], inspire courage +1), sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +8)

At willdarkness, ghost sound (DC 15)
1/daydaze (DC 15), sound burst (DC 17)

Bard Spells Known (CL 2nd; concentration +7)

1st (4/day)cause fear (DC 16), memory lapse (DC 16), sleep (DC 16)
0 (at will)detect magic, flare (DC 15), lullaby (DC 15), mage hand, message

STATISTICS

Str 11, Dex 19, Con 16, Int 12, Wis 7, Cha 20
Base Atk +3; CMB +2; CMD 17
Feats Combat Casting, Dodge, Extra Performance
Skills Acrobatics +8 (+4 when jumping), Bluff +12, Disguise +10, Escape Artist +7, Knowledge (geography) +6, Knowledge (local) +6, Linguistics +5, Perception +2, Perform (oratory) +13, Stealth +12, Use Magic Device +11
Languages Aklo, Common, Undercommon
SQ bardic knowledge +1, madness, poison use, versatile performance (oratory)
Combat Gear wand of charm person (15 charges), wand of hold person (8 charges), wand of modify memory (12 charges), medium spider venom (5 doses), striped toadstool (5 doses); Other Gear mwk chain shirt, aklys, repeating light crossbow with 20 mwk bolts

ABOUT

These sinister derros specialize in the skills needed to keep their underground civilization hidden from the surface world. Years of study and experimentation provide them with an unnatural understanding of how the humanoid mind works, especially the sections governing memory. Derro brainwashers program new memories into their targets and remove unwanted memories altogether; they edit away any evidence of their people and sow chaos within a subject’s psyche, leaving the unfortunate soul jabbering and confused.

Brainwashers typically venture aboveground to examine former test subjects.

Fortunately for the brainwashers, these former guests are generally so unhinged from their experience that they’re unable to hide effectively. Most rave about white-eyed abductors, slobbering in seedy taverns where they quell the horrible visions with strong drink, or are locked away in asylums when they’re caught violently preparing for their tormentors’ return. Once the brainwashers locate their targets, they incapacitate the unfortunate victims, bring them back underground, and alter their memories of recent events using either magic or drastic surgery. They rarely come to the surface unprepared or alone, however, and their expeditions often return with new subjects as well as old ones.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.