Skeletal Intellect Devourer (CR 7)

Small Undead
Alignment: Often chaotic evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: Listen +10 and Spot +10


AC: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Hit Dice: 6d12 (39 hp); DR: 20/iron
Fort +2, Ref +6, Will +6
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -6
Attack: 4 claws +6 melee
Full Attack: 4 claws +6 melee
Damage: Claw 1d3+2 and stunning pain
Special Attacks/Actions: Stunning pain
Abilities: Str 15, Dex 19, Con -, Int 12, Wis 12, Cha 10
Special Qualities: Undead, skeletal, electricity resistance 15, fire immunity, psionics, corpse thief, turning vulnerability
Feats: Alertness; Weapon Focus (claws); Improved Initiative
Skills: Climb +11, Concentration +9, Jump +11, Listen +10, and Spot +10
Advancement: 7-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Any
Organization: Solitary, pod (2-4)
Treasure: 1/2 coins, standard goods, double items

Source: Dragon #303

The skeletal intellect devourer is a hideous creature that resembles a moldering brain in a bony shell with scraps of flesh hanging from its form. Stripped of the weaknesses of flesh and wielding power from beyond the grave, the skeletal intellect devourer retains its impressive psionic abilities, making it even more dangerous and terrible than when it was when it was living.

Unlike other undead, the skeletal intellect devourer retains its speed and agility and gains strength and immunities far surpassing its living kin. However, it is a coward; it fears divine casters for the burning touch of their turning ability.

Because these creatures can only inhabit corpses, skeletal intellect devourers make their lairs near a ready supply of bodies (such as cemeteries or sewers), and large concentrations of corpses can bring these normally solitary creatures together.