Magic Resistance. The brain collector has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The brain collector’s innate spellcasting ability is Intelligence (spell save DC 15). The brain collector can innately cast the following spells, requiring no material components:
• At will: charm person, detect thoughts
• 1/day each: blur, dissonant whispers, haste, hold person, phantasmal force, sleep, slow
Braincasting. For each brain that the brain collector has consumed, it can cast one of its spells an additional time per day.
Psychic Link. Creatures the brain collector has poisoned have disadvantage on saving throws against its spells.
Summon Psychic Ghost. When the brain collector consumes a brain, it can perform a bizarre rite taking 10 minutes. If it does, it summons a psychic ghost.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6) poison damage and the target must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 minute.
Psychic feedback. If a creature the brain collector has poisoned deals damage to the brain collector, the brain collector can use its reaction to force it to take an amount of psychic damage equal to half the damage taken by the brain collector unless it succeeds on a DC 15 Charisma saving throw.
Description
The Neh-Thalggu are denizens of Xoriat. Their body shapes can vary, but they typically have six to eight crablike legs; four (or more) large, bulging eyes; a toothy maw; and masses of tentacles.
Brain Hunters. The brain collectors were created by Illithids to hunt down humanoids and bring their brains back for consumption. They perform surgery to extract the brains and store them within their own body for transport. Once they have encapsulated the brain of a humanoid, they can tap its psionic potential to increase its own psychic power.
Venomous Connections. They have a psionically active venom that they inject with their bite. They can use this to establish a link with their victims and wear away at them from the inside.
Psychic Ghosts. With effort, neh-thalggu can create a psychic shell to serve as a spectral form for the memories of one of the brains it has consumed, creating a bizarre form of undead spirit under its control. It uses these psychic ghosts to aid it in collecting brains, both in combat and as surgical assistants.
Castle Amber
Conversion Guide and Expansion
Original Adventure by Tom Moldvay
Conversion to 5e and Expansion Notes by Stuart Broz
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