Brain Sucker
Medium aberration (BOW)

Hit Dice: 7d8+21 (49hp)
Initiative: +3
Speed: 30ft. climb 20ft.
Armor Class: 19 (+4 Dex, +5 natural)
Base Attack/Grapple: +5/+8
Attack: Claw +10(1d6+3)melee
Full Attack: 2 Claws +10(1d6+3)melee, or bite +4(1d4+1)melee, or spit +4 ranged touch(poison)
Space/Reach: 5ft./5ft.
Special Attacks: Poison spit, improved grab, brain suck
Special Qualities: BOW traits, darkvision 60ft.
Saves: Fort +8, Dex +6, Will +6
Abilities: Str 17, Dex 18, Con 16, Int 3, Wis 12, Cha 7
Skills: Climb +19, Jump +11
Feats: Improved Natural Attack(claw) , Weapon Finesse, Weapon Focus(claw)
Environment: Any
Organization: Solitary, pair(2), or group(3-5)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: 8-16 HD (medium)
Level Adjustment: ?

Poison Spit: Contact, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC's are constitution based.

Improved Grab(ex): By standing on it's two back legs and charging a brain sucker can attempt to start a grapple without providing a attack of opportunity. If it wins the grapple check it establishes a hold and automatically deals bite damage. A brain sucker can also use this ability if it jumps in the opponents square.

BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease.

(Variant) Brain Suck(ex): This functions exactly like a mind flayers brain extract.

Skills: A brain sucker gets a +5 racial bonus to jump checks. A brain sucker gets a +8 racial bonus to climb checks and can always take 10 on them even when rushed or threatened. They can use their strength or dexterity modifier to climb checks whichever is higher.

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