Brain Eaters

by CanceRevolution

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Brain Eaters

Emerging from the twisted realms of the unknown, Brain Eaters are a blight upon existence, intelligent and insatiable. Their humanoid bodies, while unsettling, are eclipsed in horror by the octopoid visage, which features tentacles writhing and seeking from where a mouth should be. These beings are not mere monsters; they are harbingers of a sinister lifecycle that can potentially transform entire populations into extensions of their horrifying lineage.

The dread surrounding Brain Eaters is not merely due to their grotesque appearance, but also their terrifying mode of reproduction. Via their tentacles, they implant tiny brain worms into the skulls of their unsuspecting victims. Over several days, these worms take over the host's neural functions, slowly erasing their memories and identity. Once the process is complete, a horrific metamorphosis occurs, and the victim emerges as a new Brain Eater. This method of propagation makes them an incredibly potent threat, as a single Brain Eater can spawn an infestation if not dealt with promptly.

Among the Brain Eaters, there are those that possess even more formidable abilities. Some, through unknown means, develop potent psionic powers, enabling them to weave complex spells and ensnare the minds of their foes. These Psionic Brain Eaters, if left to mature and expand their power, can evolve into the ultimate manifestation of their kind: The Elder Brain. This gargantuan, sentient brain serves as a hive nexus, controlling its lesser kin through telepathic commands. With its vast psionic abilities, the Elder Brain can not only dominate the will of others but also spawn hundreds of brain worms, thus accelerating the infestation. To encounter an Elder Brain is to confront an epicenter of eldritch horror, a challenge only the bravest or most foolhardy would undertake.

Tier 3



Brain Worm

Tiny, Aberration

Tier 3, Challenge Point 2, XP: 6

Attributes

AC 14 AP 0
HP 1 Posture 8
  • Passive Insight/ Perception 16
  • Senses Blind Senses
  • Language None

Movement

Base/ Climb/ Swim 45 Dash 0

Stats + Skills

STR -4 DEX +6 INT -2 WIS +6 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Too Small A Small or larger creature has disadvantage on all Attacks against you.

Actions (1)

  • Bite Hit +6, Dmg 1d4 thrust

  • Brain Eat: If you deal damage to HP, the target takes 1d4 brain damage and starts Bleeding (1d4)

  • Sticky: On a hit, you stick to the target. Both you and the target share the same space. If any Attack against you misses, it then hits that target instead.

  • The target can use 1 Action to make an Athletics save (DC 14) to remove you on a success.

  • Parasite: If you are sticked to a Bleeding target, you can use an Action to enter its body. Both you and the target then share the same space, and you benefit from Full Cover while inside.

  • During a Short or Long rest, a creature can expend one Med Kit and succeed on a Medicine Check (DC 14) to remove you from the body. If the target dies while you are inside, you can transform it into a Brain Eater.

  • Brain Parasite: While inside a creature, you can begin to consume its brain.

  • The host creature must then make a Memory Save (DC 14) every 24 hour. On a fail, it suffers 1d12 brain damage and its Intelligence stat is reduced by 1. On a success, it only takes half that damage.

  • If the Intelligence stat of that creature is reduced to -5, the creature dies instantly.



Brain Worm Swarm

Tiny/ Swarm, Aberration

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 18 AP 0
HP - Posture 28
  • Passive Insight/ Perception 16
  • Senses Blind Senses
  • Language None

Movement

Base/ Climb/ Swim 45 Dash 0

Stats + Skills

STR -4 DEX +8 INT -2 WIS +6 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Too Small A Small or larger creature has disadvantage on all Attacks against you.
  • Swarm The amount of Posture determines the number of creatures in the swarm. For each 10 Posture lost, the swarm loses 1 Action and 1 Reaction it can take during its turn. In addition, the swarm makes all Agility Saves with disadvantage, and if it takes any damage in an area, it doubles that damage.
  • Once its Posture reaches 0, the swarm ends and becomes 1d4 Brain Worms with 0 Posture.

Actions (3)

  • Bite Hit +8, Dmg 1d4 thrust
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Brain Eat: If you deal damage to HP, the target takes 1d4 brain damage and starts Bleeding (1d4)
  • Sticky: On a hit, you can make 1 Brain Worm stick to the target as mentioned in its sheet.

Reaction (3)

  • Reactive Attack When a creature within 5 feet of you Attacks without Disengaging first, you can use your Reaction to make 1 Attack of Opportunity against that creature.


Brain Eater

Medium, Aberration

Tier 3, Challenge Point 5, XP: 15

Attributes

AC 16 AP 0
HP 29 Posture 21
  • Passive Insight/ Perception 16
  • Senses Blind Senses
  • Language Far Speech

Movement

Base 35 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +6 INT +8 WIS +6 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Death Blow When you die, all creatures within 20 feet of you must make an Agility Save (DC 16). A creature takes 1d6 force damage on a fail, or half as much on a success. In addition, 1d4 Brain Worms also come out of you after the explosion.
  • Maddening Aura At the start of your turn, all creatures within 10 feet of you must succeed on an Insight Save (DC 16) or take 1d6 psychic damage and become Confused.

Actions (2)

  • Tentacle Bite Hit +8, Dmg 1d12 thrust
  • Brain Eat: If you deal damage to HP, the target takes 1d12 brain damage and starts Bleeding (1d12)
  • Grapple: On a hit, the target becomes Grappled. You can Grapple 1 Medium or smaller creature at once.
  • Infect Brain Choose 1 Bleeding target that you are grappling. You inject 1 Brain Worm inside its body.


Bloated Brain Eater

Large, Aberration

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 14 AP 3
HP 126 Posture 66
  • Passive Insight/ Perception 16
  • Senses Blind Senses
  • Language Far Speech

Movement

Base 30 Climb/ Swim 20 Dash 40

Stats + Skills

STR +6 DEX +4 INT +8 WIS +6 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Vomit Worms When you roll for Initiative, you can vomit 2d4 Brain Worms to aid you in battle.
  • Fallen Grace If you have 40 or less HP, all Brain Worms or Brain Worm Swarms within 60 feet take 1 Action at the start of your turn.

Abilities

  • Death Blow When you die, all creatures within 20 feet of you must make an Agility Save (DC 16). A creature takes 3d6 force damage on a fail, or half as much on a success. In addition, 1 Brain Worm Swarm also come out of you after the explosion.
  • Maddening Aura At the start of your turn, all creatures within 10 feet of you must succeed on an Insight Save (DC 16) or take 1d6 psychic damage and become Confused.

Actions (2)

  • Tentacle Bite Hit +8, Dmg 2d12 thrust
  • Brain Eat: If you deal damage to HP, the target takes 1d12 brain damage and starts Bleeding (1d12)
  • Grapple: On a hit, the target becomes Grappled. You can Grapple 1 Medium or smaller creature at once.
  • Infect Brain Choose 1 Bleeding target that you are grappling. You inject 1 Brain Worm inside its body.

Reaction

  • Vomit Parasite When you take any damage, you can use your Reaction to vomit 1 Brain Worm.

Tier 4



Psionic Brain Eater

Medium, Aberration

Tier 4, Challenge Point 20, XP: 80

Attributes

AC 17 AP 0
HP 79 Posture 49
Mana 30
  • Passive Insight/ Perception 19
  • Senses Blind Senses
  • Language Far Speech

Movement

Base 35 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +7 INT +10 WIS +9 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Death Blow When you die, all creatures within 20 feet of you must make an Agility Save (DC 18). A creature takes 1d6 force damage on a fail, or half as much on a success. In addition, 1d4 Brain Worms also come out of you after the explosion.
  • Maddening Aura At the start of your turn, all creatures within 10 feet of you must succeed on an Insight Save (DC 18) or take 1d6 psychic damage and become Confused.
  • Spell Skill Spell Hit: +10, Spell DC (18)

Actions (2)

  • Tentacle Bite Hit +10, Dmg 1d12 thrust
  • Brain Eat: If you deal damage to HP, the target takes 1d12 brain damage and starts Bleeding (1d12)
  • Grapple: On a hit, the target becomes Grappled. You can Grapple 1 Medium or smaller creature at once.
  • Infect Brain Choose 1 Bleeding target that you are grappling. You inject 1 Brain Worm inside its body.
  • Cast Spell You can cast the following spells:
  • At Will: Read Mind, Energy Blast
  • Level 1 (1 Mana): Energy Beam, Levitate
  • Level 2 (2 Mana): Create Anger, Create Fear
  • Level 3 (4 Mana): Arcane Cannon, Dimension Door
  • Level 4 (6 Mana): Memory Control

Bonus Actions

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Ethereal Step

Reaction

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana): Counter Spell


Elder Brain

Enormous, Aberration

Tier 4, Challenge Point 50, XP: 200

Attributes

AC 20 AP 0
HP 196 Posture 110
Mana 50
  • Damage Weakness Brain
  • Passive Insight/ Perception 20
  • Senses Blind Senses
  • Language Far Speech

Movement

Base/ Fly (Hover) 15 Climb/ Swim/ Walk 0 Dash 0

Stats + Skills

STR -4 DEX -4 INT +12 WIS +10 CHA -4
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Call Worms When you roll for Initiative, you can call 1d4 Brain Worm Swarms to aid you in battle.
  • Fallen Grace If you have 100 or less HP, all Brain Worms or Brain Worm Swarms within 60 feet take 1 Action at the start of your turn.
  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.
  • Villain Mana Once this combat, you can regain all your Mana at any moment.

Abilities

  • Spell Skill Spell Hit: +12, Spell DC (20)
  • Maddening Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 20) or take 1d8 psychic damage and become Confused.

Actions (1)

  • Produce Worms You make 1 Brain Worm Swarm appear in the battlefield. They take their turn after you.
  • Hijack Worm Brain Choose one creature within 1.000 feet of you. That creature must succeed on a Memory Save (DC 20), or be under your control for 1 turn, as if by the effects of the Control Creature spell.
  • Creatures infected by a Brain Worm automatically fail this Save.
  • Cast Spell You can cast the following spells:
  • At Will: Read Mind, Energy Blast
  • Level 1 (1 Mana): Energy Beam, Levitate
  • Level 2 (2 Mana): Create Anger, Create Fear
  • Level 3 (4 Mana): Arcane Cannon, Dimension Door
  • Level 4 (6 Mana): Memory Control
  • Level 5 (10 Mana): Arcane Blast, Mind Imprisonment
  • Level 6 (14 Mana): Wall of Force

Bonus Actions

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Ethereal Step

Reaction

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana): Counter Spell