Thought Nibbler (3.5e Creature)

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Thought Nibbler
Size/Type: Tiny Aberration
Hit Dice: 1/2d8 (2 hp)
Initiative: +5
Speed: 5 ft. (1 square), swim 40 ft., fly 30 ft. (good)
Armor Class: 22 (+5 Dex, +5 natural, +2 size), touch 17, flat-footed 17
Base Attack/Grapple: 0/-12
Attack: tentacle +5 melee (1d4-4 plus memory loss)
Full Attack: 4 tentacles +5 melee (1d4-4 plus memory loss)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, wring
Special Qualities:
Saves: Fort 0, Ref +5, Will +2
Abilities: Str 2, Dex 20, Con 10, Int 10, Wis 11, Cha 10
Skills: Hide +17, Listen +4, Spot +4
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Team (2-4), group (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
Thoughtnibbler.jpg

This creature looks like a little squid with bat wings. It has red skin and blue tentacles.

A thought nibbler is a strange creature that feeds on the brains of other living beings. The nature of this rare creatures is probably related to wizardry.

Combat:

Thought nibblers attack intelligent beings to feed from their brains. They are patient and choose the correct time and place, when their target is alone.

Improved Grab (Ex): To use this ability, a thought nibbler must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Memory Loss (Su): If a thought nibbler hits with at least one tentacle, its victim must succeed at a Fortitude save (DC 15) or become stunned for 1 round, and lose last 1d4 hours memory, this includes the fact of been attacked by the nibbler. The subject can restore its memory only through a heal spell or by a memory restoration with limited wish, wish, or miracle.

Wring (Ex): If a thought nibbler hits with its 4 tentacles and maintains a hold, it can attempt to drain Intelligence points at a rate of 2d4 per round. A though nibbler leaves when it has drained a total of 20 points of intelligence.



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