Brain Collector (CR 7)
Alignment: Always Chaotic Neutral
Initiative: +4 (Improved Initiative); Senses: Listen +10 and Spot +10
AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Hit Dice: 10d8+30 (75 hp)
Fort +10, Ref +7, Will +7
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +10; Grapple +10
Attack: Bite +10 melee
Full Attack: Bite +10 melee
Damage: Bite 1d8+5
Special Attacks/Actions: Spells
Abilities: Str 20, Dex 11, Con 17, Int 12, Wis 10, Cha 11
Special Qualities: Outsider traits
Feats: Combat Casting; Improved Initiative; one metamagic feat
Skills: Arcana) +11 each, Concentration +13, Dimensions, Intimidate +10, Knowledge (Planes, Listen +10, Move Silently +9, and Spot +10
Climate/Terrain: Any (Far Realms Gate)
Spells: The Brain Collector has the ability to cast arcane spells, which correlates directly to the amount of brains that it has collected (hence the name). Prior to the encounter, the DM rolls 1d12 to determine the amount of transplanted brains it has collected. Each said brain holds a single arcane spell, no higher than 3rd level (1d4-1).
Basic D&D to 3rd Edition Converted Monster, Converted From: Module X1: "The Isle of Dread", Converted By: firstname.lastname@example.org