Cerebrihm ("Lobe Lord")
No. Enc.: 1 (1d4)
Alignment: Any
Movement: See Below
Armor Class: See Below
Hit Dice: 8
Attacks: See Below
Damage: See Below
Save: L10
Morale: 9
Hoard Class: See Below
XP: 4,560
As The Ancients' best and brightest began unlocking the secrets of the atom, their endeavors drew scrutiny not only from the world at large...
...but also from brilliant minds from the farthest reaches of outer space...
...BRILLIANT MINDS—IN THE MOST LITERAL SENSE!—BENT ON ENSLAVING THE ENTIRETY OF THE HUMAN RACE!!!
Hailing from the planet Arous, the Cerebrihm (both singular and plural) are disembodied brains averaging 5' long and 3-4' high, with glowing eyes and dangling 4'-5' long nerve-cluster "tails". They levitate at a rate of 60' (20').
Cerebrihm have the ability to become wholly non-corporeal, rendering them immune to all physical attacks and injuries. In this state, they can phase into the bodies of other living organisms—animals (standard and Mutant), sentient beings (Pure Humans, Mutant Humans, aliens), and Mutant Plants—and assume total physical control, thereby gaining all of the hosts' memories, skills, abilities, Mutations, Movement, Attacks, Damage, etc. Such host bodies are also completely immune to physical harm. Possessing another creature happens with a successful Mental Attack as if from a WIL score of 21; a Cerebrihm can try again and again on subsequent rounds.
As if their possession powers weren't terrifying enough, Cerebrihm can manipulate atomic energy at a range of up to 5 miles away and encompassing a 5 mile radius. They primarily use this ability to create a localized glowing corona of pure radioactivity that scorches all victims in the vicinity to death upon a failed Saving Throw Versus Radiation. They can also target inanimate matter, and instantly destroy vehicles, or large swaths of terrain...or even entire cities. A Cerebrihm's atomic powers are usable every round.
The Cerebrihm are so adept at mimicking the behaviors and patterns of their hosts that they are virtually undetectable, even to other Cerebrihm. The only indicators of possession are subtle changes in behavior (unless, of course, the creature chooses to act contrarily) and a silvery luminescence to the host's eyes when manipulating radiation.
Though unable to influence its "captor", a possessed individual is fully, agonizingly, impotentely aware of the Cerebrihm's presence within its psyche.
Once every 24 hours, a Cerebrihm must leave its host and solidify for 1 full turn in order to oxygenate its "body" and replenish its energies, and it usually spends this time communing with its host telepathically. In this state, the being has an AC of 7, and can ram a target for 1d10 blunt damage. This period of solidity is the only time a Cerebrihm is vulnerable to physical harm, and a Called Shot with a melee weapon (made at a -6 To Hit) to its "fissure of Rolando" crevice—the lateral groove that separates its frontal and posterior lobes—will kill it instantly.
Every Cerebrihm has a different agenda. Chaotic specimens (considered criminals on their home planet) are cruel, power-hungry, greedy, and relish possessing "lesser savages" to savor their primal appetites and lusts. Lawful individuals are usually peacekeepers and police, and use their abilities to track down and capture renegades of their kind. Those of a Neutral bent are scientists and researchers. Lawful and Neutral Cerebrihm always ask permission before possessing sentient beings, or the pets thereof.
A Cerebrihm's Hoard Class represents the material goods, wealth, and holdings of its host.
Mutations: Mental Barrier (x2), Metaconcert, Neural Telepathy, Psionic Flight, Possession (Modified), Unique Mutation (Desolidification), Unique Mutation ("Radioactive Death-Ray")