Converted to 3rd Edition from the 2nd Edition Mystara Monstrous Compendium Appendix TSR 2501.
Robert J Schwalb
robert84@mindspring.com

		Brain Collector
Large Outsider
Hit Dice: 10d8+30 (75 hp)
Initiative: +4
Speed: 50 feet 
AC: 18 (-1 size, +9 natural) 
Attacks: Bite +10 melee
Damage: Bite 1d8+5
Face/Reach: 5 ft. by 10 ft./ 5 ft.
Special Attacks: Spells
		Special Qualities: Outsider
Saves: Fort+10, Ref+7, Will+7
Abilities: Str 20, Dex 11, Con 17, Int 12, Wis 10, Cha 11
Skills: Concentration+13, Knowledge (Planes, Dimensions, Arcana)+11 each, Intimidate+10, Listen+10, Move Silently+9, Spot+10
Feats: Combat Casting, Improved Initiative,
one metamagic feat
						
Climate/Terrain: Any (Far Realms Gate)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: None
Brain collectors are creatures from the Far Realm who are only occasionally able to cross the barriers separating their dimension from this one. Only near sources of great magical energy, where the fabric of time and space is twisted, can they find these small gateways. They do not think like any known creature, as they are driven to collect the brains of intelligent creatures. Truly hideous, with bloated, yellow-orange, oily, amorphous bodies from which sprout dozens of short writhing tentacles, they move about on six crab-like legs. Four large, yellow, bulging eyes and a maw filled with teeth are set in its bulbous head. Brain collectors are also known as Neh-thalggu. All Brain Collectors speak their alien tongue, indiscernible by most individuals native to the Prime Material Plane (17)
Combat
Spells: The Brain Collector has the ability to cast arcane spells, which correlates directly to the amount of brains that it has collected (hence the name). Prior to the encounter, the DM rolls 1d12 to determine the amount of transplanted brains it has collected. Each said brain holds a single arcane spell, no higher than 3rd level (1d4-1).