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Intellect Devourer

brain, head, line art-5244926.jpg, Intellect Devourer

Devoid of a head, or any features at all save for four short, clawed legs, this creature’s body looks like a large, glistening brain.

The Intellect Devourer is a small, four-legged aberration that stands no more than two feet tall. Its body is sleek, almost snake-like, and is covered in tough, chitinous plates that glisten with a sickly purple hue. Its head is elongated and narrow, with two pairs of sharp, beetle-like mandibles protruding from its jaws. The creature’s eyes, which are small and black, seem to pulse with a sickly green light, giving the impression that the creature is always hungry for something.

Despite its small size, the Intellect Devourer is a highly dangerous creature. It moves with incredible speed and agility, darting back and forth like a frenzied animal as it seeks out prey. When it senses the presence of a sentient creature, it will move in quickly, using its razor-sharp claws to attack and incapacitate its target. Once its victim is stunned, the creature will use its most devastating attack: the Devour Intellect.

This attack is as deadly as it is horrifying. The Intellect Devourer will leap onto its victim’s head, using its powerful jaws to bore through the skull and into the brain. Once it has established a foothold, the creature will begin to consume its victim’s intellect, slowly draining away their intelligence and leaving them a mindless husk. While inside a host, the Intellect Devourer is all but invulnerable, using the victim’s body as a shield against any attacks.

Despite their fearsome reputation, the Intellect Devourer is not invincible. They can be killed with weapons and spells like any other creature. However, given their small size and incredible speed, they are not easy to hit, and their resistance to magic makes them even more difficult to take down. Only the most skilled and powerful adventurers should attempt to confront one of these creatures, and even then, they should be wary of its many deadly abilities.


Intellect Devourer

Small aberration, neutral evil

Armor Class 12

Hit Points 21 (6d6)

Speed 40 ft.

STRDEXCONINTWISCHA
6141012135
-2+2+0+1+1-3

Skills Perception +3, Stealth +4

Senses darkvision 60 ft., passive Perception 13

Languages understands Deep Speech but can’t speak

Challenge 2 (450 XP)

Actions

Multiattack. It makes two attacks: one with its claws and one with its Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) slashing damage.

Devour Intellect. Melee Weapon Attack: +4 to hit, reach 5 ft., one stunned creature. Hit: 10 (3d6) psychic damage. If this damage reduces the target to 0 hit points, the intellect devourer latches onto the target’s head and enters it, using the target’s body as a host. While inside a creature, the intellect devourer can’t be targeted by any attack, spell, or other effect, and it retains its Intelligence, Wisdom, and Charisma scores, as well as its telepathy, but otherwise uses the target’s statistics. The host body dies when the intellect devourer leaves it.

Detect Sentience. It can sense the presence and location of any creature within 300 feet of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell or similar effect.

Telepathy. It can communicate telepathically with any creature within 100 feet of it that can understand a language.

Traits

Magic Resistance. The intellect devourer has advantage on saving throws against spells and other magical effects.

Actions

Body Thief (1/day). The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by a mind blank spell or similar effect. If it wins the contest, the intellect devourer enters the target’s skull and controls the target’s body as if it possessed it, and the target is incapacitated and can’t take any actions. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its telepathy, but otherwise uses the target’s statistics. The host body dies when the intellect devourer leaves it, and the intellect devourer can also end its possession voluntarily (requiring no action) or be expelled by a protection from evil and good spell or similar effect.

Description An intellect devourer is a brain-like creature with four legs and a pair of sharp claws. They are often used by illithids (mind flayers) as servants or minions. They have the ability to enter and control the bodies of other creatures, making them a fearsome foe.

Habitat and Ecology Intellect devourers are found in underground lairs and dungeons, often near the territory of illithids. They are typically created by illithids through a complex process that involves transforming a humanoid brain into an intellect devourer. They have no need to eat or drink, as they feed on the intelligence of their victims.

Alignment They are neutral evil, and they are often used as minions by illithids who are lawful evil.

Immunities and Vulnerabilities Intellect devourers are immune to psychic damage and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. They are vulnerable to radiant damage.

Special Abilities

Body Thief (1/day). As described in the Actions section above.

Detect Sentience. As described in the Actions section above.

Telepathic Shroud. The intellect devourer can expend an action to create a telepathic shroud that extends in a 20-foot radius around it. While the shroud is active, any creature within it that attempts to read the intellect devourer’s thoughts or communicate telepathically with it must succeed on a Wisdom saving throw (DC 11) or be unable to do so until the end of the intellect devourer’s next turn.

Innate Spellcasting. The intellect devourer can cast detect thoughts (1/day) and suggestion (1/day) without requiring material components. Its spellcasting ability is Intelligence. The save DCs for these spells are 11.

Intellect Devourer

 Source: Pathfinder d20pfsrd.com

Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world’s cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty.

Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to ‘shop’ for an attractive new body. An intellect devourer is 3 feet long and weighs about 60 pounds.

Intellect Devourer CR 8
XP 4,800

CE Small aberration

Init +10; Senses Blindsight 60 ft., detect magic; Perception +19
DEFENSE
AC 22, touch 17, flat-footed 16 (+6 Dexterity, +5 natural, +1 size)

hp 84 (8d8+48)

Fort +7, Ref +8, Will +8

DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23

Weaknesses vulnerability to protection from evil
OFFENSE
Speed 40 ft.

Melee 4 claws +13 (1d4+1)

Special Attacks body thief, sneak attack +3d6

Spell-Lilke Abilities (CL 8th)

Constant – detect magic

At will – confusion (DC 17, single target only), daze monster (DC 15, no HD limit), inflict serious wounds (DC 16), invisibility, reduce size (as reduce person but self only)

3/day – cure moderate wounds, globe of invulnerability
STATISTICS
Strength 12, Dexterity 23, Constitution 21, Intelligence 16, Wisdom 10, Charisma 17

Base Atk +6; CMB +6; CMD 22 (26 vs. trip)

Feats Improved Initiative, Iron Will, Toughness, Weapon Finesse

Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth

Languages Undercommon (cannot speak); telepathy 100 ft.
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.
ECOLOGY
Environment any underground

Organization solitary, brood (2-6), or tribe (7-16)

Treasure double
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