Ooze, Brain (CR 9/MR 3)

Mythic Brain Ooze (CR 9/MR 3)
XP 6,400
Pathfinder Roleplaying Game Bestiary 3
NE Tiny ooze (mythic)
Init +7; Senses blindsight 60 ft.; Perception +11
Aura psychic noise (10 ft., DC 19, 1d4 rounds)

Defense

AC 27, touch 20, flat-footed 21 (+4 armor, +4 Dex, +2 dodge, +2 insight, +3 natural, +2 size)
hp 109 (10d8+64)
Fort +7, Ref +9, Will +6
Defensive Abilities evasion, prescience; DR 5/epic; Immune ooze traits

Offense

Speed 5 ft., fly 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2 1/2 ft.; Reach 5 ft.
Special Attacks brain drainMA, mythic power (3/day, surge 1d6)

Spell-Like Abilities (CL 10th; concentration +14)
Constant—anticipate peril, detect thoughts, mage armor
At will—augury, charm monster (DC 18), dominate animal (DC 17), dominate person (DC 19)
3/day—dispel magic, modify memory (DC 18), moment of prescience

Statistics

Str 4, Dex 19, Con 18, Int 15, Wis 12, Cha 19
Base Atk +7; CMB +9; CMD 23 (can’t be tripped)
Feats Defensive Combat Training, DodgeMF, Iron Will, Mobility, Weapon FinesseMF
Skills Bluff +10, Diplomacy +5, Fly +23, Perception +11, Sense Motive +11, Stealth +17
Languages Aklo (can’t speak); telepathy 100 ft
SQ extended reachMA, future sightMA, mythic mentalismMA

Ecology

Environment any ruins or underground
Organization solitary, pair, flight (3–6), or colony (7–12)
Treasure incidental

Special Abilities

Brain Drain (Su) Whenever a mythic brain ooze deals Intelligence damage with its neural pulse ability, it gains a temporary +1 bonus to its Charisma score; this bonus stacks with multiple successful attacks, up to a maximum of +10, and the bonus is lost at a rate of 1 point per hour.

Extended Reach (Ex) A mythic brain ooze has 5-foot reach with its tentacles even though it is Tiny. In addition, by spending one use of its mythic power it can extend its natural reach to 10 feet for 1 minute.

Future Sight (Su) A mythic brain ooze gains the following additional spell-like abilities: constant—anticipate peril; at will—augury; 3/day—moment of prescience.

Mythic Mentalism (Su) By spending one use of itsmythic power, a mythic brain ooze can use the mythic version of dispel magic, dominate person, or modify memory as a spell-like ability, treating its mythic rank as its mythic tier for the purpose of determining any tier-based effects.

Neural Pulse (Su) Creatures hit by a brain ooze’s tentacle must succeed at a DC 19 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.

Prescience (Su) Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.

Psychic Noise (Su) The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze’s psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mind-affecting effect. The save DC is Charisma-based.

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