Psionic Creature Template
Psionic is a template that can be added
to any creature that does not already possess a psionic template (referred to
hereafter as the base creature).
A psionic creature uses all the base
creatures statistics and special abilities except as noted here.
Special Attacks: A psionic creature
retains all the special attacks of the base creature and also gains the
following, according to the base creatures Hit Dice.
Psionic Powers (Sp): A psionic creature
possesses the indicated number of psionic powers (see Table: The Psionic
Template, below), which it can manifest at will. The powers level can be no
more than the creatures Hit Dice + 2. Psionic creatures freely manifest their
powers but do not need a minimum score in the key ability for a given discipline.
They otherwise follow the standard rules for manifesting.
Psionic Attack/Defense Modes (Sp): A
psionic creature possesses the indicated number of attack and defense modes
from the five of each available (see Table: The Psionic Template, below). The creature
does not pay power points to activate a psionic attack or defense mode but
freely manifests it. Psionic creatures otherwise follow all the rules for
psionic combat.
Power Resistance (Ex): A psionic creature
may have power resistance (PR) as noted for its HD (see Table: The Psionic
Template, below). Power resistance and spell resistance are equally effective
against both magic and psionics.
Variant:
Psionic creatures freely manifest each of their known powers and combat modes
3/day. Creatures may swap out usages of
combat modes they know. Always use this
variant for characters who play psionic monsters.
Special Qualities: A psionic creature
retains all the special qualities of the base creature and also gains
telepathy.
Telepathy (Su): The creature can
communicate telepathically with any creature within 100 feet that has a
language.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base
creature.
Organization: Same as the base creature.
Challenge Rating:
Up to 3 HD, as base creature +1.
47 HD, as base creature +2.
815 HD, as base creature +3.
16+ HD, as base creature +4.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Special Note: Creatures with more than
one head usually possess the psionic powers of just one creature, not many.
Table: The Psionic Template
Hit Psionic Attack Defense Power
Dice Powers* Modes** Modes** Resistance
---- ------- ------- ------- ------------
13 1 1 1
47 3 2 2
812 6 3 3
1315 9 4 All 15
16+ 13 All All 25
*-Unique psionic creatures possess
the number of powers noted in their entry when it differs from this value.
Unique psionic creatures may also ignore normal restrictions to a known powers
level (see below).
**-Psionic creatures do gain
psionic attack and defense modes as noted here, even though their entry does
not mention these.
-Creatures of less than 15 HD
never have mind blast unless the power is already in their entry, or they are
related to creatures that have mind blast in their entry.
-Psionic creatures have power
resistance (PR) equal to their spell resistance (SR), if any. Those without
spell resistance never gain power resistance, even if they have 13 or more Hit
Dice.
UNDEAD PSIONIC CREATURES
Undead psionic creatures are rare. They
can use psionic attack modes, but must also learn defense modes, since undead
take ability damage from psionic attack modes.
An undead creature can use Psychokinesis
powers, but it substitutes its Charisma ability score as the key modifier with
these powers. An undead creature cannot
use Psychometabolism powers, since it has no metabolism.
Undead are immune to mind-influencing
effects, however psionic undead beings can still use mind-influencing powers on
the living.
PSIONIC CREATURE DESCRIPTIONS
Astral Construct
An astral constructs Hit Dice are
determined by the level of the power used to create it. However, astral
constructs of given HD can vary somewhat from one another, depending on the
whims of their creators.
1st-Level Astral Construct
Small Construct
Hit Dice: 1d10 (5 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+1 size, +2 Dex, +1 natural)
Attacks: Slam +2 melee
Damage: Slam 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: 1 ability from Menu A
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 13, Dex 15, Con , Int , Wis
12, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement:
2nd-Level Astral Construct
Medium-Size Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: 2 abilities from Menu A
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 13, Dex 15, Con , Int , Wis
12, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
3rd-Level Astral Construct
Medium-Size Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 16 (+2 Dex, +4 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: 3 abilities from Menu A
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 17, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement:
4th-Level Astral Construct
Large Construct
Hit Dice: 5d10 (27 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 16 (1 size, +2 Dex, +5 natural)
Attacks: Slam +9 melee
Damage: Slam 1d8+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 1 ability from Menu B
Special Qualities: Damage reduction 5/+1
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 25, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement:
5th-Level Astral Construct
Large Construct
Hit Dice: 7d10 (38 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 17 (1 size, +2 Dex, +6 natural)
Attacks: Slam +13 melee
Damage: Slam 1d8+13
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 2 abilities from Menu B
Special Qualities: Damage reduction 5/+1
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 29, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement:
6th-Level Astral Construct
Large Construct
Hit Dice: 10d10 (55 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 18 (1 size, +2 Dex, +7 natural)
Attacks: Slam +15/+10 melee
Damage: Slam 1d8+13
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 3 abilities from Menu B
Special Qualities: Damage reduction 5/+2
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 29, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement:
7th-Level Astral Construct
Large Construct
Hit Dice: 13d10 (71 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 19 (1 size, +2 Dex, +8 natural)
Attacks: Slam +18/+13 melee
Damage: Slam 1d8+15
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 1 ability from Menu C
Special Qualities: Damage reduction 10/+3
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 31, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement:
8th-Level Astral Construct
Large Construct
Hit Dice: 16d10 (88 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 20 (1 size, +2 Dex, +9 natural)
Attacks: Slam +23/+18/+13 melee
Damage: Slam 1d8+18
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 2 abilities from Menu C
Special Qualities: Damage reduction 10/+3
Saves: Fort +5, Ref +7, Will +7
Abilities: Str 35, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement:
9th-Level Astral Construct
Huge Construct
Hit Dice: 19d10 (104 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 20 (2 size, +2 Dex, +10 natural)
Attacks: Slam +25/+20/+15 melee
Damage: Slam 2d6+19
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: 3 abilities from Menu C
Special Qualities: Damage reduction 10/+3
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 37, Dex 15, Con , Int , Wis
15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement:
Creating an Astral Construct
When manifesting an astral construct
power, the manifester assembles the desired creature from a menu of choices as
specified in the constructs statistics block. A manifester can always
substitute two abilities on a lesser menu for one choice on the next higher
menu. Astral constructs generally appear as animate clumps of ectoplasm with a
vaguely humanoid shape, but the manifester can mold or sculpt them according to
his or her whim within the limits imposed by the creatures size. The quality
of such construct sculpture is determined by a Craft (sculpting) check with
the appropriate DC set by the Dungeon Master.
Construct: Constructs usually have no
Intelligence scores and never have Constitution scores. A construct is immune
to mind-influencing effects (charms, compulsions, phantasms, patterns, and
morale effects) and to poison, sleep, paralysis, stunning, disease, death
effects, and necromantic effects.
Constructs cannot heal damage, though
they can be healed. They can be repaired in the same way an object can.
A construct is not subject to critical
hits, subdual damage, ability damage, ability drain, or energy drain. It is
immune to any effect that requires a Fortitude save (unless the effect also
works on objects). A construct is not at risk of death from massive damage, but
when reduced to 0 hit points or less, it is immediately destroyed. Since it was
never alive, a construct cannot be raised or resurrected. Constructs do not
require air.
Astral Construct Menu A
Additional Attack: One additional attack
at highest attack bonus; both attacks 2 to attack roll.
Armor (Ex): +1 deflection bonus to AC.
Fly (Ex): Construct has physical wings
(6-foot wingspan). Speed 60 ft. (average).
Resistance (Ex): Choose one of fire, cold,
acid, electricity, or sonic resistance 5. The same resistance can be chosen
multiple times and stacks.
Sprint (Ex): Once per hour, the construct
can take a charge action to move 10 times normal speed.
Swim: Construct becomes streamlined and
sharklike. Speed 60 ft.
Trample (Ex): As a standard action during
its turn each round, the construct can run over an opponent at least one size
smaller than itself. It merely has to move over the opponent to deal
bludgeoning damage equal to 1d4 + Strength modifier.
Trip (Ex): If the construct hits with a
slam attack it can attempt to trip the opponent as a free action without making
a touch attack or provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the astral construct.
Astral Construct Menu B
(Any choice from this menu may be
replaced with two choices on Menu A.)
Buff (Ex): Construct gains 3d10 temporary
hit points (multiple selections do not stack).
Charge (Ex): If the construct charges a
foe during the first round of combat, it can make a full attack even if it has
already taken a move action. If it has the squeeze ability, it can also use
this (see entry below).
Heavy Armor (Ex): +4 deflection bonus to
AC.
Improved Grab (Ex): To use this ability,
the construct must hit with its slam attack. If it gets a hold, it can squeeze
(must have the squeeze ability; see entry below).
Smack Down (Su): Once per day the
construct can make a normal attack to deal additional damage equal to its HD.
Squeeze (Ex): A construct that gets a
hold can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength
modifier. If it charges an opponent on the first round of combat, it can also
squeeze (must also have the charge ability; see entry above).
Astral Construct Menu C
(Any choice from this menu may be
replaced with two choices on Menu B.)
Concussion (Sp): Manifest concussion as a
free action (once per round).
Cone of Sound (Sp): Manifest cone of
sound as a standard action.
Dimension Slide (Sp): Manifest dimension
slide as a move-equivalent action.
Extra Buff (Ex): Construct gains 10d10
temporary hit points (multiple selections do not stack).
Gore (Ex): Construct has horns and gains
one additional gore attack with an attack bonus equal to slam attack bonus +15,
dealing damage of 1d8 + Strength modifier.
Invisibility (Sp): Manifest invisibility
(self only) as a standard action.
See Invisibility (Su): Can see
invisibility (as the power) at all times.
Superheavy Armor (Ex): +7 deflection
bonus to AC.
Blue
Small Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (+1 size, +4 Inertial Armor)
Attacks: Halfspear +0 melee; or javelin
+1 ranged
Damage: Halfspear 1d61; or javelin 1d61
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.,
psionics
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 8, Dex 11, Con 11, Int 12,
Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently
+5, Spot +4
Feats: Inertial Armor
Climate/Terrain: Temperate and warm land
and underground
Organization: Solitary, patrol (12 blues
and 48 goblins), task force (24 4th-level blue psions and 48 3rd-level
goblin warriors), or as part of goblin organization (1 4th-level blue psion per
20 goblin adults)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class (usually
psion)
Blues speak Goblin and Common.
Combat
Psionics (Sp): At willcharm person, far
hand, and finger of fire. These abilities are as the powers manifested by an
8th-level psion.
Attack/Defense Modes (Sp): At willego
whip, mind thrust/empty mind, mental barrier.
Skills: Blues gain a +4 racial bonus on
Move Silently checks.
Brain Mole
Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 10 ft.
AC: 16 (+4 size, +2 Dex)
Attacks: Bite +0 melee
Damage: Bite 1d24
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Psionics
Special Qualities: Psionics
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 2,
Wis 14, Cha 4
Skills: Hide +15*, Listen +4, Move
Silently +5, Spot +6
Climate/Terrain: Temperate and warm
desert, forest, hill, plains, and underground
Organization: Nest (36)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement:
Combat
Psionics (Sp): At willburst, detect
psionics, and distract. These abilities are as the powers manifested by a
10th-level psion.
Attack/Defense Modes (Sp): At willmind
thrust/empty mind.
Disease (Ex): Cascade flubite; Fortitude
save (DC 13), incubation period one day, damage psionic cascade. Every time the
afflicted character manifests a power, she must make a Concentration check (DC
16). On a failed check, a psionic cascade is triggered (see Psionic Disease in
Chapter 4: Psionics).
Skills: *A brain mole receives a +10
cover bonus on Hide checks when in its burrow.
Caller In Darkness
Large Undead (Incorporeal)
Hit Dice: 11d12 (71 hp)
Initiative: +7 (+3 Dex, +4 Improved
Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 14 (1 size, +3 Dex, +2 deflection)
Attacks: 4 incorporeal touches +7 melee
Damage: Incorporeal touch 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Steal essence, psionics
Special Qualities: Undead, incorporeal,
+2 turn resistance, psionics, unnatural aura, daylight powerlessness
Saves: Fort +3, Ref +6, Will +9
Abilities: Str , Dex 16, Con , Int 14,
Wis 14, Cha_15
Skills: Hide +13, Intimidate +12, Intuit
Direction +6, Listen +12, Search +12, Sense Motive +8, Spot +12
Feats: Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative, Mental Adversary
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 1218 HD (Huge); 1926 HD
(Gargantuan)
Combat
Steal Essence (Su): Any intelligent
creature slain by a caller in darkness is mentally absorbed into the monsters
consciousness within 1d4 rounds (the physical body of the victim remains
intact). A caller can also absorb the essence of a creature whose ability score
in any mental attribute (Int, Wis, or Cha) it has reduced to 0 through psionic
combat; it need not first eliminate the downed creatures Constitution.
Stealing a beings essence grants the caller 12 temporary hit points.
Psionics (Sp): At willclairaudience/clairvoyance,
detect psionics, fatal attraction, mass concussion, and suggestion. These
abilities are as the powers manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At
willall/all.
Undead: Immune to mind-influencing
effects, poison, sleep, paralysis, stunning, and disease. Not subject to
critical hits, subdual damage, ability damage (except by psionic combat),
energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other
incorporeal creatures, +1 or better psionic weapons, or psionics, with a 50%
chance to ignore any damage from a corporeal source. Can pass through solid
objects at will, and own attacks pass through armor. Always moves silently.
Unnatural Aura (Su): Both wild and domesticated
animals can sense the unnatural presence of a caller in darkness at a distance
of 30 feet. They will not willingly approach nearer than that and panic if
forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Callers in
darkness are utterly powerless in natural sunlight (not merely a daylight
spell) and flee from it. A caller caught in sunlight cannot attack and can take
only partial actions.
Cerebelith
Demon
Large Outsider (Chaotic, Evil)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 27 (1 size, +1 Dex, +17 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Psionics, spell-like
abilities, summon demon
Special Qualities: Damage reduction
20/+2, PR 23, poison and electricity immunity, cold, fire, and acid resistance
20, telepathy, half damage
Saves: Fort +10, Ref +7, Will +10
Abilities: Str 19, Dex 13, Con 19, Int
15, Wis 18, Cha 14
Skills: Concentration +16, Hide +9,
Listen +24, Move Silently +13, Psicraft +14, Search +14, Sense Motive +10, Spot
+24
Feats: Mind Trap, Psychic Bastion,
Quicken Power
Climate/Terrain: Any land or underground
Organization: Solitary or gang (24)
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 1013 HD (Large); 1427 HD
(Huge)
Cerebriliths speak Abyssal, Celestial,
and Common.
Combat
Psionics (Sp): At willbrain lock, combat
precognition, control flame, detect psionics, mass domination, mind probe,
teleport without error (self plus 50 pounds of objects only), and whitefire;
3/dayectoplasmic form. These abilities are as the powers manifested by a
13th-level psion.
Attack/Defense Modes (Sp): At
willall/all.
Spell-Like Abilities: At willblasphemy,
deeper darkness, desecrate, detect good, dispel good, magic circle against
good, summon swarm, and unholy blight. These abilities are as the spells cast
by a 13th-level sorcerer (save DC 12 + spell level).
Summon Demon (Sp): Once per day a
cerebrilith can attempt to summon 3d10 dretches or another cerebrilith with a
35% chance of success. On a failure, no creatures answer the summons. Summoned
demons automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own
summon ability for 1 hour.
Telepathy (Su): Cerebriliths can
communicate telepathically with any creature within 100 feet that has a
language.
Half Damage (Ex): Any nonmagical attack
against a cerebrilith, including hits from psionic weapons, deals only half
damage. This effect does not stack with the creatures damage reduction;
apply either the damage reduction or the half damage, whichever results in
the least amount of damage suffered.
Skills: Cerebriliths receive a +8 racial
bonus on Listen and Spot checks.
Crysmal
Small Elemental (Earth)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 21 (+1 size, +2 Dex, +8 natural)
Attacks: Sting +7 melee
Damage: Sting 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Damage reduction
15/+1, elemental, psionics, electricity resistance 15, fire and cold immunity
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 15, Dex 14, Con 12, Int 6,
Wis 10, Cha 10
Skills: Appraise +8, Climb +11, Jump +11,
Spot +6
Feats: Alertness, Skill Focus (Appraise)
Climate/Terrain: Any underground
Organization: Solitary or facet (25)
Challenge Rating: 3
Treasure: Double goods (gems only)
Alignment: Any lawful
Advancement: 79 HD (Medium-size); 1013
HD (Large)
Crysmals understand Terran but do not
speak.
Combat
Elemental: Immune to poison, sleep,
paralysis, and stunning. Not subject to critical hits.
Psionics (Sp): At willcontrol object,
control sound, create sound, detect psionics, and phase door. These abilities
are as the powers manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At willego
whip, mind thrust/empty mind.
Skills: Crysmals receive a +8 racial
bonus on Appraise checks when examining gems.
Feats: Crysmals gain Skill Focus
(Appraise) as a bonus feat.
Fologub
Medium-Size Aberration
Hit Dice: 4d8+12 (30 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 18 (+3 Dex, +5 natural)
Attacks: Tongue touch +3 melee, bite 2
melee
Damage: Tongue touch liquefy, bite 2d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Liquefy
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 10, Dex 17, Con 17, Int 2,
Wis 13, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness
Climate/Terrain: Any underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 56 HD (Medium-size); 714
HD (Large)
Combat
Liquefy (Ex): A folugub that makes a
successful touch attack with its tongue causes the target crystal to change phase,
turning from solid to liquid and becoming immediately worthless. The size of
the object is immateriala crystal statue liquefies as quickly as a diamond in
a ring. Crystalline psionic armor and weapons, and other psionic items composed
of crystal, must succeed at a Reflex save (DC 20) or be liquefied. Attacks
against objects in the possession of others draw attacks of opportunity.
A crystalline weapon that deals damage to
a folugub also liquefies immediately.
Feats: Fologubs gain Alertness as a bonus
feat.
Intellect Devourer
Small Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 17 (+1 size, +4 Dex, +2 natural)
Attacks: 4 claws +6 melee
Damage: Claw 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Damage reduction
20/+3, electricity resistance 15, fire immunity, psionics, body-thief,
protection from evil vulnerability
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 13, Dex 19, Con 15, Int
12, Wis 12, Cha 10
Skills: Climb +10, Jump +9, Listen +8,
Perform (act) +8*, Spot +9
Feats: Alertness, Skill Focus (Perform)
Climate/Terrain: Temperate and warm hill,
mountains, and underground
Organization: Solitary or pod (24)
Challenge Rating: 6
Treasure: 1/2 coins; double goods;
standard items
Alignment: Often chaotic evil
Advancement: 78 HD (Medium-size); 912
HD (Large)
Intellect devourers understand Common but
must be in possession of a body to speak. An intellect devourer in a body also
knows the languages known by that most recent victim.
Combat
Psionics (Sp): At willcompression,
domination, invisibility, lesser body adjustment, painful touch, and schism.
These abilities are as the powers manifested by a 16th-level psion.
Attack/Defense Modes (Sp): At willego
whip, id insinuation/empty mind, intellect fortress, thought shield.
Body-Thief (Sp): When an intellect
devourer overcomes a lone victim, it consumes the brain and enters the skull
(compacting itself if necessary with compression). Once in place, it
organically animates the body as if it were the original brain and can use all
its psionic powers on the possessed body as if its own. The body is a bit
stiff, but as long as the victim was not truly dead (hit points reduced to
10), the intellect devourer controls it completely. The theft lasts a maximum
of seven days, after which time the intellect devourer must burrow out and seek
more nourishment.
A possessed bodys ability scores become
those of its controlling intellect devourer, although its AC is unchanged. It
has a maximum of 6 hit points (even when fully healed) and a base attack bonus
of +4. The intellect devourer cannot use any of the victims former special
abilities, if any.
Protection from Evil Vulnerability (Ex):
An intellect devourer is treated as a summoned creature for purposes of a
protection from evil spell.
Skills: *When it consumes a brain, the
intellect devourer absorbs some of the victims memories, gaining a +5
competence bonus on Perform (act) checks when trying to pass off the possessed
body as the original.
Neothelid
Gargantuan Aberration
Hit Dice: 25d8+200 (312 hp)
Initiative: +2 (2 Dex, +4 Improved
Initiative)
Speed: 20 ft.
AC: 19 (4 size, 2 Dex, +15 natural)
Attacks: 4 tentacle rakes +24 melee
Damage: Tentacle rake 2d6+10
Face/Reach: 30 ft. by 30 ft. (coiled)/25
ft.
Special Attacks: Breath weapon, improved
grab, swallow whole, psionics
Special Qualities: Psionics, blindsight,
damage reduction 15/+2, power resistance 25
Saves: Fort +16, Ref +6, Will +16
Abilities: Str 30, Dex 7, Con 27, Int 16,
Wis 15, Cha 9
Skills: Climb +26, Knowledge (psionics)
+21, Listen +20
Feats: Alertness, Cleave, Improved
Initiative, Power Attack, Psychic Bastion
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always lawful evil
Advancement: 2645 HD (Colossal)
Although they understand Undercommon,
they rarely communicate in a meaningful way.
Combat
Breath Weapon (Su): Cone of acid 50 feet
long, once every 1d4 rounds; damage 14d10, Reflex half DC 30.
Psionics (Sp): At willbody equilibrium,
charm monster, clairaudience/clairvoyance, detect thoughts, levitate,
suggestion, teleport, and true telekinesis. These abilities are as the powers
manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At
willall/all.
Improved Grab (Ex): To use this ability,
the neothelid must hit a creature with two tentacles during the same attack. If
it gets a hold, it automatically deals tentacle damage and can attempt to
swallow the foe.
Swallow Whole (Ex): A neothelid can try
to swallow a grabbed opponent of Large or smaller size by making a successful
grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage
plus 1d8 points of acid damage per round from the neothelids flesh-dissolving
secretions. A swallowed creature can climb out with a successful grapple check.
This places the escapee in the neothelids tentacled maw, where another
successful grapple check is needed to get free. A swallowed creature can also
cut its way out by using claws or a Small or Tiny slashing weapon to deal 25
points of damage to the stomach (AC 20). Once the creature exits, muscular
action closes the hole; another swallowed opponent must cut its own way out.
The neothelids interior can hold one
Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or
thirty-two Fine or smaller opponents.
Blindsight (Ex): The neothelid can
ascertain creatures by nonvisual means within 500 feet. Beyond that range, they
treat all targets as having total concealment.
Phthisic
Large Monstrous Humanoid
Hit Dice: 6d8+30 (57 hp)
Initiative: +5 (+1 Dex, +4 Improved
Initiative)
Speed: 30 ft.
AC: 18 (1 size, +1 Dex, +8 natural)
Attacks: 2 claws +11 melee, bite +6 melee
Damage: Claw 1d6+6, bite 1d6+3 and mind
feed (see text)
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Mind feed
Special Qualities: Damage reduction
10/+1, cold resistance 20, psionics, regeneration 5, scent, darkvision 90 ft.
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 23, Dex 12, Con 21, Int
10, Wis 16, Cha 6
Skills: Listen +14, Move Silently +3,
Search +8, Spot +14
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or gang (24)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Phthisics speak Common.
Combat
Mind Feed (Ex): A phthisic that hits with
its bite attack deals 1d4 points of temporary Intelligence damage. If this
reduces the opponents Intelligence score to 0, the damage becomes permanent.
Regeneration (Ex): Fire and acid deal
normal damage to a phthisic.
Psionics (Sp): At willbrain lock,
dimension slide, and skate. These abilities are as the powers manifested by a
15th-level psion.
Attack/Defense Modes (Sp): At willego
whip, id insinuation/mental barrier, thought shield.
Psion-Killer
Large Construct
Hit Dice: 15d10 (82 hp)
Initiative: +0
Speed: 20 ft. (cant run)
AC: 27 (1 size, +18 natural)
Attacks: 2 slams +20 melee
Damage: Slam 2d10+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Negate psionics
Special Qualities: Construct, psionics
immunity, damage reduction 30/+2
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 31, Dex 10, Con , Int ,
Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary or gang (24)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 1621 HD (Large); 2242
(Huge)
Combat
A psion-killers creator can command it
if the golem is within 60 feet and can see and hear its creator. If
uncommanded, the psion-killer usually follows its last instruction to the best
of its ability, though if attacked it returns the attack. The creator can give
the golem a simple program to govern its actions in his or her absence.
Construct: Immune to mind-influencing
effects, poison, disease, and similar effects. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from massive damage.
Psionic Immunity (Ex): Psion-killers
completely resist psionic effects, including psionic attack modes.
Negate Psionics (Su): A psion-killer can
use negate psionics as a free action once per round. The effect is as an area
negation in a 30-foot-radius burst.
Otherwise this power is as manifested by an 18-th level manifester.
Construction
A psion-killers body is constructed from
massive blocks of crystal, with a total weight of at least 4,000 pounds.
The golem costs 90,000 gp to create,
which includes 10,000 gp for the body. Assembling the body requires a
successful Craft (sculpting) or Profession (masonry) check (DC 17).
The creator must be 18th level and able
to manifest psionic powers. Completing the construction drains 1,600 XP from
the creator and requires emulate power, matter manipulation, negate psionics,
and psychic chirurgery.
Puppeteer
Fine Vermin
Hit Dice: 1/16 d8 (1 hp)
Initiative: +4 (Dex)
Speed: 5 ft.
AC: 22 (+8 size, +4 Dex)
Attacks: Bite +3 melee
Damage: Bite 1d25
Face/Reach: 1/2 ft. by 1/2 ft./0 ft.
Special Attacks: Psionics, thrall
Special Qualities: Blindsight, psionics,
host protection
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 1, Dex 19, Con 11, Int 18,
Wis 16, Cha 14
Skills: Hide +24, Listen +7, Spot +7
Feats: Psychic Bastion
Climate/Terrain: Any land and underground
Organization: Solitary or pack (28)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful evil
Advancement:
Combat
Psionics (Sp): At willbrain lock, glide,
and lesser domination. These abilities are as the powers manifested by a
16th-level psion.
Attack/Defense Modes (Sp): At willego
whip/mental barrier.
Thrall (Sp): If a puppeteer successfully
dominates a victim seven times, the final effect is permanent, bonding the host
to the puppeteer as thrall manifested by an 18th-level psion.
Blindsight (Ex): A puppeteer can
ascertain creatures by nonvisual means within 60 feet.
Host Protection (Ex): An attached
puppeteer uses its hosts base saving throw bonuses if theyre better than its
own. Furthermore, only psionic powers, spells, and effects that specify the
hosts type can affect the puppeteer.
Feats: Puppeteers gain Psychic Bastion as
a bonus feat.
Temporal Filtcher
Large Aberration
Hit Dice: 8d8+16 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved
Initiative)
Speed: 40 ft.
AC: 15 (1 size, +3 Dex, +3 natural)
Attacks: 4 claws +6 melee, bite +1 melee
Damage: Claw 1d6+1, bite 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Psionics, time filch
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 13, Dex 17, Con 14, Int 7,
Wis 12, Cha 10
Skills: Listen +10, Move Silently +8,
Spot +10, Tumble +10
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually evil (any)
Advancement: 915 HD_(Large)
Temporal filchers do not speak.
Combat
Psionics (Sp): At willchameleon,
dimension door, and distract. These abilities are as the powers manifested by a
15th-level psion.
Attack/Defense Modes (Sp): At willid
insinuation/ intellect fortress, mental barrier.
Time Filch (Su): If a temporal filcher
hits a Large or smaller creature with two or more claw attacks, it latches onto
the opponents body and shifts forward in time 7 minutes as a free action. To
observers, the filcher and its prey disappear, then reappear 7 minutes later in
exactly the orientation and condition they left. For the filcher and prey, no
time passes at all. If conditions in the location have changed in the meantime,
the victim must succeed at a Wisdom check (DC 15) or lose a round of action
from disorientation. The ability is otherwise identical to time hop manifested
by a 15th-level psion.
Feats: Temporal filchers gain Improved
Initiative as a bonus feat.
Thought Eater
Small Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +8 (+4 Dex, +4 Improved
Initiative)
Speed: 40 ft.
AC: 17 (+1 size, +4 Dex, +2 natural)
Attacks: Touch +4 melee
Damage: Touch eat thoughts (see text)
Face/Reach: 5_ft. by 5 ft./5 ft.
Special Attacks: Eat thoughts
Special Qualities: Ethereal jaunt,
psionics
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 12, Dex 18, Con 11, Int 7,
Wis 12, Cha 10
Skills: Hide +14, Listen +7, Spot_+7
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or group (13)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 46 HD (Small)
Thought eaters do not speak.
Combat
A thought eater can spend a maximum of 10
continuous rounds on the Material Plane before its flesh finally dissipates and
it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than
continue the fight.
Eat Thoughts (Su): A thought eater can
drain power points with a successful melee touch attack. This ability resembles
the psychic vampire power but drains 6 power points from the victim. Against a
nonpsionic creature, this touch attack deals 1 point of temporary Intelligence
damage, which provides nourishment equivalent to 6 power points.
A thought eater requires 10 power points
per day to survive but will gorge itself on weak prey.
Ethereal Jaunt (Su): A thought eater can
shift from the Ethereal Plane to the Material Plane as part of any move action,
and shift back again as a free action. The ability is otherwise identical to
ethereal jaunt manifested by a 15th-level psion.
Psionics (Sp): At willdetect psionics,
distract, inkling, and know direction. These abilities are as the powers
manifested by a 15th-level psion.
Attack/Defense Modes (Sp): At
willnone/thought shield.
Feats: Thought eaters gain Improved
Initiative as a bonus feat.
Udoroot
Huge Plant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 0 ft.
AC: 14 (2 size, +6 natural)
Attacks:
Damage:
Face/Reach: See text
Special Attacks: Psionics
Special Qualities: Electricity immunity,
cold and fire resistance 20, blindsight, psionics
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 3, Dex 10, Con 16, Int ,
Wis 13, Cha 9
Climate/Terrain: Temperate and warm
forest and underground
Organization: Solitary or patch (24)
Challenge Rating: 5
Treasure: 1/5 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 716 HD (Huge); 1720 HD
(Gargantuan)
Combat
Udoroot crowns grow in a circular
pattern, creating a rough circle some 20 feet in diameter. Each crown acts as a
separate creature for purposes of combat, allowing the plant to psionically
attack up to six times per round. Once
a victim is overcome, the udoroot telekinetically drags the body into the
circle (if not already there) to nourish the main plant below.
An udoroot can only be killed if its root
is dug up or exposed, then burned, hacked apart, or otherwise totally destroyed.
Severing or psionically disabling all six crowns puts the plant out of
commission, allowing excavation of the root. To sever a crown, an opponent must
penetrate the woody bark of the stalk (hardness 5) and deal 7 or more points of
damage. A severed crown dies and can no longer be used to attack, but the
udoroot suffers no other penalties. As long as the root system remains intact,
the crown regrows in about a month. It is also possible to overcome a crown in
psionic combat by reducing any one attribute score to 0; this does not harm the
main root or any other crowns, which must be attacked separately.
Blindsight (Ex): Udoroots can ascertain
all foes by nonvisual means within 30 feet.
Psionics (Sp): At willastral construct
II, biocurrent, false sensory input, lesser body adjustment, and telekinesis.
These abilities are as the powers manifested by a 15th-level psion.
Attack/Defense Modes (Sp): At willid
insinuation, mind thrust/mental barrier, thought shield.