The mineral cerebinium, also known as memory crystal, naturally appears in the broken region of space known as Kazmurg's Absurdity. Typically, these minerals develop in remote subterranean locations, where they grow based on the presence of thinking minds within a planetary range. The more active minds in a region, the faster these mineral formations grow. A major world of millions can easily create vast underground stores, and in these majestic caverns, cerebinites spontaneously emerge.
Cerebinites are essentially mindless creatures—save for the memories that power them—who have developed as an offshoot of cerebinium growth. Though possessing no intellect of their own, they act off the impulses provided by the memories stored within the crystals that constitute their forms. In many ways, a cerebinite is like the many oozes that lie in wait throughout the cosmos.
Encountering these active mineral deposits often requires a delicate approach, as cerebinites can engage up close or at a short range by hurling cerebinium spikes and blasts of cerebinium shards charged with memories drawn from their surroundings. Even in death, these masses of cerebinium explode in a destructive burst of psychic energy, affecting the minds of those nearby with jumbled visions of countless different lives. When multiple injured cerebinites gather near one another, this proximity can cause an especially destructive chain reaction due to cerebinites' own susceptibility to mental attacks.
Elite |
Normal |
Weak
Perception +9 (thoughtsense 200 feet (precise), no vision)
Str +5
Dex +2
Con +4
Int -5
Wis +0
Cha -5
Thoughtsense A cerebinite can sense nearby non-mindless creatures by their thoughts as a precise sense at the listed range.
HP 75
Resistances slashing 5, piercing 5
Mind-Shattering Demise (
mental) When the cerebinite dies, it explodes in a blast fueled by the memories stored in its crystalline body, affecting all creatures in a 30-foot emanation. Each creature in the area (including other cerebinites) must succeed at a DC
22 Will save or take 2d8
mental damage and become
stunned 1 (or double damage and stunned 2 on a critical failure).
Crystalline Ambush [reaction] Trigger A non-mindless creature enters a space adjacent to a cerebinite;
Requirements Initiative hasn't yet been rolled;
Effect The cerebinite automatically notices the creature, makes a crystalline growth Strike against one creature adjacent to itself, then rolls initiative.
Speed 10 feet, climb 10 feet
Melee
[one-action]
crystalline growth
+15
(agile),
Damage 1d8
+5 bludgeoning plus 1d6
mental and
Grab
Area Fire
[two-actions]
blast of cerebinium shards
(15-foot conemental),
Damage 1d6
piercing plus 2d6
mental (DC
22 basic Reflex save; creatures that take mental damage are also
slowed 1 for 1 round on a critical failure)