|
|
|
|
|
|
|
|
Eldritch EncephalonEldritch encephalons were originally created in yah-thelgaad
experiments when brain collectors sought to replicate
the way they use the brains of deceased spellcasters,
allowing other agents of the Dominion of the Black to also
share brains among themselves. An eldritch encephalon
is a lifeless, severed humanoid head inscribed with
necromantic glyphs that run from just above each eye, over
the scalp, and end at the base of the skull. A mass
of slender, writhing tentacles extends from
the neck or skull of the encephalon, often
roiling and trembling as if attempting
to grasp something
that isn’t there.
When placed
on your shoulder,
or on any patch
of exposed skin that
can support the weight of an average
humanoid head, an eldritch encephalon
burrows its tentacles into your flesh
and merges with your physiology in
a process that takes a full 24 hours to
complete. Once attached, an encephalon counts as a worn
magic item and can be sundered, but not disarmed. Once this
process is completed, the command words to activate the
encephalon are transmitted psychically to your brain, and
the head seems to come to life as its runes begin to glow.
The encephalon occasionally speaks of its own volition,
espousing the thoughts and opinions of the spellcaster
it was in life. You can never be bonded to more than one
encephalon at a time, and removing one is a time-consuming
process requiring a special necromantic ritual that takes
several hours to perform. Any eldritch encephalon that has
not been joined with a host creature for more than 12 days
withers rapidly, disintegrating into dust.
An eldritch encephalon allows you to cast a small selection
of spells as spell-like abilities depending on the item’s model,
using your character level as your caster level. The DC of any
spell cast using an eldritch encephalon is equal to 10 + the
level of the spell + your Charisma modifier.
- Mk 1: Command, mind thrust (1st level), and reflecting
armor each once per day.
- Mk 2: Hold person, mind thrust (2nd level), and see
invisibility each once per day.
- Mk 3: Charm monster, mind thrust (3rd level), and remove
affliction each once per day.
Unfortunately, being bonded with an eldritch encephalon
has its drawbacks. Whenever you roll initiative for combat
(or otherwise enter a very stressful situation, at the GM’s
discretion), there is a 50% chance that the encephalon
attempts to take control of your body. To fight off this other
mind, you must succeed at a Will saving throw (DC = 15 + half
the eldritch encephalon’s item level). Failure means you gain
the confused condition for 1d4 rounds.
Eldritch Encephalon, Mk 1Source Starfinder #16: The Blind City pg. 48 Level 8; Price 3,500; Bulk L
Eldritch Encephalon, Mk 2Source Starfinder #16: The Blind City pg. 48 Level 13; Price 12,500; Bulk L Eldritch Encephalon, Mk 3Source Starfinder #16: The Blind City pg. 48 Level 18; Price 450,000; Bulk L
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|