Neuroma (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 10-1-22
Status: Complete
Editing: Clarity edits only please
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Neuroma
Size/Type: Small Aberration (Psionic)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: 5 ft, fly 30 ft (perfect)
Armor Class: 20 (+4 dex, +5 insight, +1 size), touch 20, flat-footed 16
Base Attack/Grapple: +7/+3
Attack: Tentacle +12 melee (1d4 plus neural barbs, 20/x2)
Full Attack: Two Tentacles +12 melee (1d4 plus neural barbs, 20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Neural Barbs (DC 17), Psionics, Uplift
Special Qualities: Darkvision 60 ft, Float, Mindsight 60 ft, PR 17, Telepathy 100 ft
Saves: Fort +5, Ref +7, Will +9
Abilities: Str 10, Dex 18, Con 14, Int 20, Wis 14, Cha 16
Skills: Autohypnosis +15, Concentration +15, Escape Artist +17, Knowledge (Any) +18, Knowledge (Psionics) +18, Listen +15, Psicraft +18
Feats: Weapon Finesse, Split Psionic Ray, Eternal Mindspring of the Psionic Mind, Variant Psionic Meditation, Overchannel
Environment: Plane of Flesh
Organization: Solitary or Congress (2-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 11-20 HD (Medium), 21-30 HD (Large)
Level Adjustment:


Encased in a bubble of gel, the neuroma is a floating brain with many branch-like neurons and a hanging forest of jellyfish-esque tentacles below its bulk. Its body flickers with violet psionic light.

Cunningly smart for creatures of its native realm, the neuroma is a massive collection of neurons with such high psionic potential it regularly burns out its own brain while living and acting. As such, it must hunt and absorb the neurons from other creatures, adding their mass to its own and co-opting the stolen cells while leaving nerve-free pockmarked corpses in its wake.

Combat[edit]

While a potent psion, the small neuroma is not the strongest beast in its realm. Thus it relies on tactics, planning, ambush, and employing other creatures via uplift to protect it and put its goals into reality. It is said to be highly logical and pragmatic to a brutal fault, and thus the species are considered sociopathic and uncaring.

It possess a constant insight bonus to AC, as it predicts the future with its latent persistent psionics.

Float (Ex): The neuroma naturally flies through unknown but extraordinary means.

Mindsight (Su): A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense--the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means. The creature also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Neural Barbs (Su): The jellyfish-like tentacles brushing against creatures leave small needle-like neurons that proceed to dig into the flesh of the target and take control of their nervous system. Creatures must make a DC 17 Fortitude save or slows the creature's movement speeds by 1/2 for 10 minutes. Those that fail the initial save must make additional saves at the end of their subsequent turns. A second failed save inflicts the penalties of the slow spell (not stacking with the previous effect), while a third failed save inflicts paralysis for 1 hour. A successful save stops progression, but additional strikes may proceed the effect. This effect counts as a paralysis effect, and its save DC is Constitution based.

Psionics: The neuroma manifests powers as a 7th-level psion (telepath). The save DCs are Intelligence-based.

Typical Psion Powers Known (power points 63, base save DC 15 + power level): 1st— control voice*, far hand*, entangling ectoplasm*, jitterbug*, mind thrust*; 2nd—blinding flash*, id insinuation*, inflict pain*, read thoughts; 3rd—body adjustment*, crisis of breath*, lethologica*, psionic blast*; 4th—psychic support measure, wall of ectoplasm.

  • Power can be augmented.

Uplift (Ps): As a standard action, the neuroma can touch a creature with an Intelligence score less than itself and “uplift” it, effectively giving it its own intelligence for the purpose of tactics and comprehension, ability checks, and skill checks. It has a telepathic connection to the neuroma over any distance, and linked creatures cannot be rendered surprised, flanked, or flatfooted as long as one of the group is not. A single neuroma can dismiss a link as a free action, and may link up to a number of creatures equal to its Intelligence bonus.


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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AlignmentUsually Neutral Evil +
AuthorEiji-kun +
Challenge Rating7 +
EnvironmentPlane of Flesh +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeSmall +
SubtypePsionic +
TitleNeuroma +
TypeAberration +