Thought Nibbler (3.5e Creature)

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Thought Nibbler
Size/Type: Tiny Aberration
Hit Dice: 1/2d8 (2 hp)
Initiative: +5
Speed: 5 ft. (1 square), swim 40 ft., fly 30 ft. (good)
Armor Class: 22 (+5 Dex, +5 natural, +2 size), touch 17, flat-footed 17
Base Attack/Grapple: 0/-12
Attack: tentacle +5 melee (1d4-4 plus memory loss)
Full Attack: 4 tentacles +5 melee (1d4-4 plus memory loss)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, wring
Special Qualities:
Saves: Fort 0, Ref +5, Will +2
Abilities: Str 2, Dex 20, Con 10, Int 10, Wis 11, Cha 10
Skills: Hide +17, Listen +4, Spot +4
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Team (2-4), group (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Level Adjustment:

This creature looks like a little squid with bat wings. It has red skin and blue tentacles.

A thought nibbler is a strange creature that feeds on the brains of other living beings. The nature of this rare creatures is probably related to wizardry.


Thought nibblers attack intelligent beings to feed from their brains. They are patient and choose the correct time and place, when their target is alone.

Improved Grab (Ex): To use this ability, a thought nibbler must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Memory Loss (Su): If a thought nibbler hits with at least one tentacle, its victim must succeed at a Fortitude save (DC 15) or become stunned for 1 round, and lose last 1d4 hours memory, this includes the fact of been attacked by the nibbler. The subject can restore its memory only through a heal spell or by a memory restoration with limited wish, wish, or miracle.

Wring (Ex): If a thought nibbler hits with its 4 tentacles and maintains a hold, it can attempt to drain Intelligence points at a rate of 2d4 per round. A though nibbler leaves when it has drained a total of 20 points of intelligence.

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