Size/Type: Tiny Magical Beast (Psionic)
Hit Dice: 1d10-2 (3 hp)
Speed: 15 ft. (3 squares), burrow 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Bite +5 melee (1d3-4)
Full Attack: Bite +5 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Cascade flu, psi-like abilities
Special Qualities: Low-light vision, power conversion, scent
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11
Skills: Hide +15, Move Silently +7, Listen +6, Spot +2
Feats: Alertness, Weapon Finesse
Environment: Temperate forest
Organization: Nest (3-8)
Challenge Rating: ½
Alignment: Always neutral
Level Adjustment: —
Brain moles are burrowing animals that use psionic powers to overcome large psionic prey. Small, furry, and nearly blind, brain moles are almost indistinguishable from their common animal cousins. Brain moles eat small insects when they can’t get psionic energy.
Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors, watching for the approach of psionic creatures with their detect psionics power. When a suitable target comes in range, the brain moles then attack with their power leech ability. The moles remain hidden as long as possible. If threatened, they use aversion and mind thrust to discourage attackers, using their bite only as a last resort.
Cascade Flu (Ex): Disease—bite; Fortitude DC 9, incubation period one day, damage psionic cascade (every time an afflicted character manifests a power, she must make a DC 16 Concentration check; on a failed check, a psionic cascade is triggered). The save DC is Constitution-based.
Hide Mind (Su): A brain mole cannot be identified as psionic by clairsentience powers.
Power Conversion (Su): When a brain mole drains a power point by means of its power leech power, it immediately heals 1 hit point. If it is already at full normal hit points, it instead gains psionic sustenance sufficient to supply its need for nourishment for 24 hours.
Skills: Brain moles have a +4 racial bonus on Hide and Move Silently checks and a -2 racial penalty on Spot checks.