Thought EaterA nimbus of glowing, intangible matter envelops this strange
skeletal creature with a birdlike beak.Thought Eater CR 2Source Bestiary 5 pg. 243 XP 600 N Tiny aberration (extraplanar) Init +8; Senses darkvision 60 ft.; Perception +8DefenseAC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) hp 18 (4d8) Fort +1, Ref +5, Will +5 Defensive Abilities ethereal bodyOffenseSpeed 10 ft., fly 30 ft. (perfect) Melee bite +9 (1d3–3 plus eat thoughts) Space 2-1/2 ft., Reach 0 ft. Psychic Magic (CL 4th; concentration +6) 5 PE—identify (1 PE), daze monster (2 PE, DC 14),
detect thoughts (2 PE, DC 14), resist energy
(2 PE)StatisticsStr 4, Dex 19, Con 10, Int 7, Wis 12, Cha 15 Base Atk +3; CMB +5; CMD 12 Feats Improved Initiative, Weapon Finesse Skills Fly +16, Perception +8, Stealth +19 Languages Aklo (can’t speak); telepathy 30 ft. SQ ethereal passageEcologyEnvironment any (Ethereal Plane) Organization solitary or group (1–3) Treasure noneSpecial AbilitiesEat Thoughts (Su) A living and corporeal creature that takes
damage from a thought eater’s bite loses some of its
thoughts, as the thought eater drains them to nourish
itself. If the victim is a spellcaster, she loses a single
spell prepared, or a single unused spell slot (if she is a
spontaneous spellcaster) of 1st level or higher. A spellcaster
chooses which spell or spell slot she loses from this ability.
If the victim is not a spellcaster or has no prepared spells or
unused spell slots of 1st-level or higher, on a failed saving
throw this ability instead deals 1 point of Intelligence,
Wisdom, or Charisma damage (victim’s choice). When a
creatures loses a spell slot or takes ability damage from this
ability, the thought eater gains 1 PE (up to a maximum of its
total daily PE; 5 for most thought eaters).
Ethereal Body (Su) A thought eater’s skin and organs are
composed primarily of ethereal tissue. The thought eater
takes half damage from nonmagical weapons, but is
affected normally by magic weapons and spells. For every
minute the thought eater remains on a plane other than
the Ethereal Plane, it must spend 1 PE or take 1d6 points of
damage as its body begins to dissipate.
Ethereal Passage (Sp) A thought eater can move from the
Ethereal Plane to the Material Plane as a move action, and
can move from the Material Plane to the Ethereal Plane as
a full-round action. Moving from the Material Plane to the
Ethereal Plane costs the thought eater 1 PE, although
moving from the Ethereal Plane to the Material
Plane does not. Both forms of movement
provoke attacks of opportunity.DescriptionThese tiny predators of thought live almost their entire
lives on the Ethereal Plane. They are so tied to that place
that without its energy, a thought eater’s psychic power
begins to deplete, until finally the very fabric of its own
personal reality breaks down and it fades out of existence.
But while the Ethereal Plane is necessary for thought
eaters’ continued existence, its vastness and relative lack
of prey force thought eaters to sometimes hunt on the
Material Plane. Such trips are often gluttonous affairs,
as the thought eaters must not only gain sustenance, but
also gain enough nourishment to stave off their rapid
psychic and physical decay in that hostile environment.
Normally, thought eaters are fairly single-minded,
but the inherent danger in their forays to the Material
Plane makes them eager for easy meals. Someone who
takes the time to provide consistent easy meals for a
thought eater can expect the creature to follow her on the
Ethereal Plane, watching for its next feeding time. Given
that every minute on the Material Plane is strenuous
for a thought eater, such a person is unlikely to receive
much conversation from the creature trailing her, but
if something threatens the safety of its food source, the
thought eater may be moved to protect its companion. In
this case, the thought eater uses its daze monster ability to
help the person escape and may even be motivated to cast
resist energy on her. If this bizarre and alien friendship
continues for long enough, the thought eater may even
choose to assist in identifying magic items—when
properly compensated, of course.
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