Brain Mole
A brain mole appears much like a normal mole. While it can maintain a similar diet to a normal mole, a brain mole prefers to eat psionic energy, and will attempt to ambush creatures with power points to sustain itself when able.
Burrowing Vermin. A brain mole will never allow itself to be encountered above ground, instead preferring to only burrow close enough to the surface to target its prey with its powers. It will lie in wait, using its powers to survey its surroundings. Once it has located potential prey, it will use power leech to feed before retreating. If threatened, it will target the strongest threat with aversion to drive it away from the area. It will then retreat, possibly targeting a creature a power before burrowing to safety, reactivating the power to discourage pursuit.
Brain Mole
Tiny Monstrosity, Neutral
Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed 15 ft. burrow 15 ft.
STR
2 (−5)
DEX
14 (+2)
CON
11 (+0)
INT
5 (−3)
WIS
15 (+2)
CHA
11 (+0)
Skills Stealth +6
Senses blindsight 60 ft., passive Perception 12
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Hidden Mind (Psionic). The brain mole can’t be detected by clairsentient powers and divination magic.
Innate Powers. After manifesting a psionic power, the brain mole can take a bonus action to regain half of the power points spent on that power (rounded up).
Power Conversion. For every power point the mole drains with power leech, it regains 1 hit point.
Power Manifesting. The brain mole is a 1st-level manifester. Its manifesting ability is Wisdom (power save DC 12, +4 to hit with power attacks). It has 1 power point to spend on the following powers: hypercognition, mind tap.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target has disadvantage on Constitution saving throws to maintain concentration, and each time the target manifests a psionic power or uses a psychic ability it must succeed on a DC 10 Wisdom saving throw or become psychic strained.
Power Leech (Psionic). The brain mole attempts to drain a creature with power points it can sense within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or lose 3 (1d6) power points.
Aversion (1/Day, Psionic).The brain mole creates a deep sense of disgust or fear in a creature toward a certain location. The target must succeed on a DC 12 Wisdom saving throw or it must move away from the location. It can only take the Dash action until it ends its turn at least 300 feet away from the center of the chosen location. The effect ends after 1 hour.