Thought Eater Hunter

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Thought Eater Hunter (CR 20)

Pure Evil - Medium - Outsider
Lore: Know (Planes)
40 55
Basic DC Full DC
Initiative
Initiative Icon 2.png
33
Perception:
43 +33
Passive Active
Ambush:
7+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
45
Man Def
Shield Icon 3.png
46
Monster Health
1,018 509 38
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +17
Refl: +17
Will: +22

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+29
Sword Icon 3.png
Man Off
+34
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Creepy Beak +29 (4d10+36/x2)
    as gnashing (physical, uncommon)

Full Attack (Melee):

  • 1x Creepy Beak +29 (4d10+36/x2)
    as gnashing (physical, uncommon)
  • 2x Flipper Smash +29 (5d6+16/--> x2)
    as Buffeting (physical, uncommon)

Standard Attack (Ranged):

  • 1x Psychic Vortex +33 vs. AC (always hits on a 17+ on the die) (4d10+36/x2)
    as psychic (energy, uncommon)
    (Increment: 90 ft.; Max Range: 90 ft.)
    plus Absorb Aura

Full Attack (Ranged):

  • 3x Psychic Vortex +33 vs. AC (always hits on a 17+ on the die) (4d10+36/x2)
    as psychic (energy, uncommon)
    (Increment: 90 ft.; Max Range: 90 ft.)
    plus Absorb Aura

Siege Damage: Not siege capable

Statistics

18
STR
20
DEX
20
CON
32
INT
12
WIS
10
CHA

Skills:

Languages: Djöfulleg, Common

Feats:

Special Abilities

Absorb Aura (Su) Auto upon making or receiving attack

Up to once per round, a Thought Eater may Absorb Aura from an enemy creature. This power may be triggered if the Thought Eater makes a successful Psychic Vortex attack, or, it may be triggered if the Thought Eater is subject to any effects from an Arcane, Divine, or True Dweomer spell.

When triggered with a successful attack, the Thought Eater absorbs up to five spells of its choice from the target of its attack, or, if used defensively, it absorbs the spell it was targeted with. The Thought Eater gains a number of temporary hit points equal to the level of the highest level spell absorbed. Thought Eaters cannot absorb cantrips (or powerful cantrips), since those are a renewing resource. All other spells absorbed by a Thought Eater are lost from the caster as if cast to no effect, and the spell slot is now emptied.

In addition, the process of Absorbing the aura causes the caster or possessor of the spell to suffer Ability Damage to their Intelligence, making their INT score effectively 2 lower. This loss will stack, and the victim should keep track of their temporary Effective Intelligence Score to determine if the Thought Eater will continue to attack them.

Void Gaze (Su) Swift

As a swift action, a Thought Hunter can turn its horribly translucent, glaring eyes upon one or two targets it can see, whom are both within 30 feet of each other, to which it has line of effect, and within 80 feet of its space. Each chosen creature is attacked once, resolved as a ray attack, rolling a D20 +29 against each targets Armor Class, always hitting on a natural result of 17 or higher on the die. If this ray attack successfully hits, it inflicts 4d6+16 points of radiant (energy, uncommon) damage. Far worse, the target(s) gains the Humbled condition against the Hunter that attacked it. If a Hunter hits a target that is already Humbled with Void Gaze again, the condition is escalated to Slandered.

Backdrop of Madness (Su) Always On

Thought Eaters all have an effect on their surroundings, but with Hunters, this effect is pernicious and terrible. Any enemy creature that ends their turn adjacent to a Thought Hunter's space suffers 4d6+16 points of flensing (physical, rare) damage, as the distortions in space tear flakes and ribbons of their skin and flesh away as a side effect, the evulsed flesh turning to motes of dust and vanishing. Even worse, up to once per round, the Thought Hunter may choose one enemy who was affected by their Backdrop of Madness and make a Sunder roll against one of their magic items, of their choice, rolling their Maneuver offense (see above) against their targets maneuver defense.

Thought Eater Hunter

Thought Eater Hunter

A Thought Eater is one of the oddest and most hated of all monsters. They appear out of nothing, surrounded by a wavy distortion in the air as if they are surrounded by massive heat-ripples (even though they are cold), and they hover a few feet above the ground. They appear emaciated, even skeletal, ribs and pelvis standing out against translucent ectoplasmic 'skin'. Their heads are ghastly, a large round skull with huge eye sockets that may or may not evidence eyes, and a vast jagged beak on the front. Their skeletal limbs are stunted, and they have a paddle-like tail and wide-flippered feet as if they are meant to swim.

It is speculated they live in the Ether, and after sensing prey in the Prime they force their way into our world to feed.

Their feeding is ghastly, as they create sucking vortexes that target spell casters and feed on their very minds, damaging their intellects, aura, and bodies in equal measure. Once they have fed upon a hapless caster enough, they will then switch their attacks around, leaving a frightening mental numbness behind.

Thought Eaters are well-suited to feed on spellcasters, as they have defenses against the effects of spells and even destroy a caster's ability with spells at the same time. If you are attacked by these awful things, stab them. Spells are of little use.

'Hunter' is the term used to describe this aggressive and dangerous evolution of Thought Eaters. Thought Hunters, as they are often called, are as large as the weaker Slayers, but they look far more skeletal, their flesh being almost perfectly transparent, exposing the structure of their forms in a most grotesque fashion. The weird spatial distortions that appear around all Thought Eaters when they manifest are far more intense with Thought Hunters than lesser Thought Eaters, so much so that survivors of their attacks emphasize their appearance against a swirling backdrop of madness. Hunters attack with absolute savagery, their eldritch powers dreadful, and even survivors of their attacks are often so devastated they require rest to recover their auras. Approach with caution, and fight with no mercy.

Combat Tactics

Thought Eaters always strive to pop out of the Ether somewhere near, but not too near, their targets. They have a fairly good ambush chance due to this behavior, but that's where their normality ends.

Thought Eaters have some mysterious ability to know the exact Int score of all intelligent creatures they can see. Since they 'feed' by eating thoughts, they will always attack the member of their foes who has the highest Int score, that they can currently reach. If two or more foes have the same Int in range, they will share their attacks as evenly as they can between them.

However, since successful Psychic Vortex attacks lower the victims Effective Intelligence Score by -2, Thought Eaters will often switch targets after they've pounded a high-int caster, and switch targets at seeming random as they use Psychic Vortex on the highest INT score that remains.

If they are attacked with spells, they simply use Absorb Aura on the spell, dispelling it to no effect and draining the caster. Even worse, every successful Absorb Aura they make as a consequence of their Psychic Vortex empties FIVE memorized spell slots, if the target has them. Thought Eaters are not exceptionally deadly, but they are exceptionally damaging, as they can reduce a spellcaster to the use of cantrip and bloodline powers with frightening speed, before they switch to other, now smarter, victims.

The best way to deal with Thought Eaters is to mob them fast and hard with ranged or melee attacks, as the 'meat shields' try their best to drop the awful things before their casters are reduced to drooling husks. Thought Hunters, however, have their awful Void Gaze power and their Backdrop of Madness. Thought Hunters will not choose to stay in melee, but if a foe presses close and ends their turn, they will usually roll their Sunder attempt as early as they can, to discourage other foolhardy fighters from pressing so hard. This tactic often works well.

If a Hunter is attacked by a non-spell attack, they will almost always use Void Gaze on their most dangerous non-spell-using foe. Inflicting the Humbled status makes their melee attacks much more effective, and if they are able to elevate a melee or ranged attacker to the Slandered status, they suddenly become outright dangerous in melee. Thought Hunters will often start using their Void Gaze power even before they suffer a weapon attack, but even after they start using Void Gaze, they usually stick to also using their Psychic Vortex as long as they can.

Thought Hunters are very intelligent, but they seem to go into a hunger daze when they are feeding. Once they have begun an attack, they press home fearlessly, hovering away from melee attackers if they can and relentlessly using their Psychic Vortex on the smartest remaining foes they can reach, until they are destroyed...or their enemies are.

Out of Combat

Thought Eater Hunters are incredibly smart, despite their appearance, but they are also extremely alien and weird. They have been known to make common cause with many other kinds of monsters, such as xeph, trolls, giants, and the like, where they use the prime monsters as cannon fodder to keep the melee fighters off them. Unlike lesser Thought Eaters, Hunters are able to speak Common, although they seem to do so only rarely. When they are allied with other monsters, Thought Eater Hunters are able to coordinate much more easily, although, to be fair, Thought Eaters are usually the ones coming up with all the plans, tactics and schemes, given their high Intelligence.

Thought Eaters seem to have a weird affinity for souterrains as well, and have often been seen in areas where those other monsters infest. Why this is so is completely unknown, and might even be unknowable.

Rewards

XP: 307,200

Treasure: Sellable Goods worth 119,667 gp.

Weight: 200 lbs.     Volume: 8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)