Psionic Monsters
![]() Alien and terrifying, psionic aboleths lurk in subterranean lakes and seas, using their mental powers to enthrall those unfortunate enough to blunder into their realm. Aboleths are described in detail in the Monster Manual, but aboleths in a psionic campaign can be adjusted from the version appearing in the Monster Manual as follows. Huge Aberration (Aquatic, Psionic)Special Attacks: Psi-like abilities, slime Feats: Alertness, Combat Manifestation, Iron Will CombatA psionic aboleth does not possess spell-like abilities or the enslave ability of the standard aboleth. Instead, it has psi-like abilities, including psionic dominate.Psi-Like Abilities: At will - disable (30-ft. cone, 12 HD, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft. radius, DC 18*), mindlink (unwilling, nine targets, DC 14*); 3/day - ego whip (ML 7th, 2d4, DC 17*), id insinuation (ML 7th, three targets, DC 17*), psionic dominate (any target, 24 hours, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day - psionic modify memory (DC 17), remote viewing (DC 17), wall of ectoplasm (DC 17). Manifester level 13th. The save DCs are Charisma-based. *Includes augmentation for the aboleth’s manifester level.
![]() COMBATAstral Constructs act as directed by their creators. As a free action, a Construct’s manifester can direct the Construct to attack particular enemies, use specific tactics or powers, perform other actions, or do nothing at all. The Construct does exactly what its creator directs it to do.An astral Construct generally appears as an animate clump of ectoplasm with a vaguely Humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “Construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed. Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester begins to manifest the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct. CREATING AN ASTRAL CONSTRUCTWhen manifesting the astral construct power, the manifester assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A manifester can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.Some menu choices grant an astral construct the ability to manifest specific powers as psi-like abilities. Unless using the ability is a free action, an astral construct manifesting such a power does so as a standard action that provokes attacks of opportunity. All such powers have a manifester level equal to the astral construct’s Hit Dice or the creator’s manifester level, whichever is lower. An astral construct does not need to meet the prerequisites for a feat granted by a menu choice. Astral Construct Menu AA manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu.Buff (Ex): The astral construct gains an extra 5 hit points. Celerity (Ex): The astral construct’s land speed is increased by 10 feet. Cleave (Ex): The astral construct gains the Cleave feat. Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class. Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average). Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat. Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat. Mobility (Ex): The astral construct gains the Mobility feat. Power Attack (Ex): The astral construct gains the Power Attack feat. Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type. Swim (Ex): The astral construct is streamlined and shark like, and gains a swim speed of 30 feet. Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct. Astral Construct Menu BA manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. AlterNatively, the Construct can have two special abilities from Menu A.Energy Touch (Ex): If you are a kineticist with the Expanded Knowledge feat tied to this power, the astral construct’s physical attacks are wreathed in your energy type of your choice (acid, cold, electricity, or fire), dealing an extra 1d6 points of energy damage. Otherwise, the astral concstruct deals an extra 1d4 points of damage of an energy type of your choice (acid, cold, electricity, or fire). Extra Attack: If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points. Heavy Deflection (Ex): The astral construct gains a +4 deflection bonus to Armor Class. Improved Buff (Ex): The astral construct gains an extra 15 hit points. Improved Critical (Ex): The astral construct gains the Improved Critical feat with its slam attacks. Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction). Improved Fly (Ex): The astral construct has physical wings and a fly speed of 40 feet (average). Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. Improved Swim: The astral construct is streamlined and sharklike, and gains a swim speed of 60 feet. Muscle (Ex): The astral construct gains a +4 bonus to its Strength score. Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage. Pounce (Ex): If the astral construct charges a foe, it can make a full attack. Smite (Su): Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice. Trample (Ex): As a standard action during its turn each round, a Large or larger astral construct can literally 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 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty. Astral Construct Menu CA manifester creating a 7th-level, 8th-level, or 9th-level astral Construct can choose one special ability from this menu. AlterNatively, the astral Construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)Blindsight (Ex): The astral construct has blindsight out to 60 feet. Concussion (Ps): The astral Construct can manifest concussion blast (manifester level 7th) as a free action once per round. Constrict (Ex): The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage. Dimension Slide (Ps): The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round. Energy Bolt (Ps): The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it. Extra Buff (Ex): The astral construct gains an extra 30 hit points. Extreme Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction. Extreme Deflection (Ex): The astral Construct gains a +8 deflection bonus to Armor Class. Natural Invisibility (Su): The astral Construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell. Power Resistance (Ex): The astral construct gains power resistance equal to 10 + its Hit Dice. Rend (Ex): The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier. Spring Attack (Ex): The astral construct gains the Spring Attack feat. Whirlwind Attack (Ex): The astral construct gains the Whirlwind Attack feat.
![]() Small Humanoid (Goblinoid, Psionic) Hit Dice: 1d4+2 plus 4 (10 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +1 Dex, +4 inertial armor), touch 11, flatfooted 15 Base Attack/Grapple: +0/-6 Attack: Quarterstaff -2 melee (1d4-2) or light crossbow +1 ranged (1d6/19-20) Full Attack: Quarterstaff -2 melee (1d4-2) or light crossbow +1 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Psionic powers Special Qualities: Darkvision 60 ft. Saves: Fort +2, Ref +0, Will +3 Abilities: Str 6, Dex 13, Con 14, Int 17, Wis 12, Cha 8 Skills: Concentration +6, Hide +7, Move Silently +5, Psicraft +7, Ride +5, Spot +3 Feats: Psionic Body, Psionic DodgeB Environment: Temperate plains Organization: Solitary, gang (1 plus 4-9 goblin warriors), band (2d10 plus 10-100 goblin warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (2d4 plus 10-24 goblin warriors with worg mounts), or tribe (4d10 plus 40-400 goblin warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral Evil Advancement: By character class (usually psion) Level Adjustment: +1 This little humanoid has a bluish tint to a flat face characterized by a broad nose, pointed ears, and a high forehead. It has a wide mouth with small, sharp fangs, and its eyes gleam with intelligence. It wears robes of black leather. Blues are a subrace of goblins with an innate knack for psionics. Their bluish skin sets them apart from other goblins immediately—which often makes them a target not just of goblin enemies but also of other goblins. Enlightened goblin communities attempt to preserve their blues, since those that survive to adulthood augment the tribe. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black. Blues speak Goblin and Common. Most blues encountered outside their homes are psions; the information in the statistics block is for a psion of 1st level. Psionic Powers: The blue described here is a 1st-level psion. Typical Psion Powers Known (power points 3*; save DC 13 + power level): 1st - inertial armor, mind thrust (DC 14), psionic charm (DC 14). Manifester level 1st. The save DCs are Intelligence-based. *The blue shown here has already manifested inertial armor; its reserve is normally 4 power points. Skills: Blues have a +4 racial bonus on Move Silently checks and Ride checks. The blue psion presented here had the following ability scores before racial adjustments: Str 8, Dex 13, Con 14, Int 15, Wis 12, Cha 10. BLUES AS CHARACTERSBlues tend to be psions, although blues raised in communities where their kind are rare may choose the path of the wilder.Blue characters possess the following racial traits.
![]() Hit Dice: 1d10-2 (3 hp) Initiative: +2 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: 2-1/2 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 FinesseB Environment: Temperate forest Organization: Nest (3-8) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: - Level Adjustment: - A small, brown-furred creature with a fleshy, star-shaped snout lies half buried in the earth. 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. CombatBrain 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 [see Psionic Maladies]). The save DC is Constitution-based. Psi-Like Abilities: At will - detect psionics, power leech (ML 5th, DC 14); 3/day - aversion (DC 12), mind thrust (DC 11). Manifester level 1st. The save DCs are Charisma-based. Hide Mind (Su): A brain mole cannot be identified as psionic by divination spells or 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.
![]() Hit Dice: 11d12 (71 hp) Initiative: +7 Speed: 30 ft. (6 squares), fly 60 ft. (good) Armor Class: 14 (-1 size, +3 Dex, +2 deflection), touch 14, flat-footed 11 Base Attack/Grapple: +5/- Attack: Incorporeal touch +7 melee (2d6) Full Attack: 4 incorporeal touches +7 melee (2d6) Space/Reach: 10 ft./10 ft. Special Attacks: Psi-like abilities, steal essence Special Qualities: Incorporeal traits, Undead traits, unnatural aura, vulnerability to sunlight Saves: Fort +3, Ref +6, Will +9 Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 Skills: Hide +9, Intimidate +12, Knowledge (psionics) +12, Listen +14, Psicraft +12, Search +12, Sense Motive +12, Spot +14 Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Finesse Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always Chaotic Evil Advancement: 12-22 HD (Large); 23-33 HD (Huge) Level Adjustment: - This entity appears as a roiling bank or cloud of pale mist, with dozens of silently screaming humanoid faces discernible in the milky vapor. A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence. Callers in darkness rarely speak, but when they do, they speak Common. CombatAll creatures fear incorporation into the undead fog of a caller in darkness. Those who lose their lives to the horror are doomed to share its endless misery Psi-Like Abilities:At will - clairvoyant sense, concussion blast (two targets, 3d6*), detect psionics, ego whip (2d4, DC 16*), mind thrust (7d10, DC 16*); 3/day - death urge (DC 16), psychic crush (DC 13**), psionic suggestion (three targets, DC 14*); 1/ day - co-opt concentration (DC 18). Manifester level 7th. The save DCs are Charisma-based.*Includes augmentation for the caller’s manifester level. **Includes the inherent +4 save adjustment described in the power. Steal Essence (Su): Any living, intelligent creature slain by a caller in darkness’s touch attack is mentally absorbed into the monster’s consciousness. (The physical body of the victim remains intact). Stealing a victim’s essence is a free action; it grants the caller 12 temporary hit points, and a permanent new screaming face appears within its cloud. A caller in darkness can also steal the essence of living, intelligent creatures within 30 feet that are paralyzed or sleeping, or that are helpless due to having a mental ability score reduced to 0 (often by the caller’s ego whip attack). Doing so is a standard action that provokes attacks of opportunity. The victim dies, and the caller gains 12 temporary hit points. Incorporeal Traits: A caller in darkness is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. The creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Undead Traits: A caller in darkness is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet. Unnatural Aura (Su): Animals can sense the unnatural presence of a caller in darkness. Any animal within 30 feet must make a DC 17 Will save or become panicked until it is no longer within 30 feet of the caller in darkness. A panicked creature that is cornered begins cowering. The save DC is Charisma-based. Vulnerability to Sunlight (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 a single move action or standard action each turn, but not both (nor can it take full-round actions).
![]() Hit Dice: 9d8+63 (103 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24 Base Attack/Grapple: +9/+19 Attack: Bite +14 melee (1d8+6) Full Attack: Bite +14 melee (1d8+6) and 2 claws +9 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Psi-like abilities, spell-like abilities, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, Outsider traits, psionic traits, resistance to acid 10, cold 10, and fire 10, power resistance 20, telepathy 100 ft. Saves: Fort +13, Ref +7, Will +10 Abilities: Str 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21 Skills: Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22 Feats: Power Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike, Wild TalentB Environment: Infinite Layers of the Abyss Organization: Solitary or gang (2-4) Challenge Rating: 10 Treasure: Standard Alignment: Always Chaotic Evil Advancement: 10-18 HD (Large); 19-27 HD (Huge) Level Adjustment: +9 This monstrosity appears to be a massive humanoid about 8 feet tall, with an unbelievably swollen brain. Its bulging, elongated skull is swept back, fusing seamlessly with its hunched back. Its fanged maw protrudes from beneath a bony brow. The rest of the body is spindly but slick, as if coated with constantly leaking fluid. The demon walks on all fours but fights standing up. Cerebriliths are demons whose already fearsome powers are augmented by psionics. They are specialists that join demonic armies only in response to specific requirements (such as the need to defeat mortal psionic creatures and characters). When not so occupied, they continually develop and train their already impressive mental abilities (alone or in small groups), usually by stalking mortals. Cerebriliths stop at nothing to slay intelligent foes. They delight in extracting the brains of their victims, examining them in hopes of prying loose new insights into the mental arts. CombatCerebriliths favor telepathic attacks, usually beginning a battle by launching a furious barrage of ego whip and id insinuation attacks. In melee, cerebriliths often use their Concentration skill to gain psionic focus, so that they can use Psionic Fist or Unavoidable Strike (the latter in conjunction with Power Attack).A cerebrilith’s natural weapons, as well as any weapons it wields, are treated as Chaotic-aligned and Evil-aligned for the purpose of overcoming damage reduction. Psi-Like Abilities: At will - brain lock (any nonmindless, DC 17*), detect psionics, ego whip (2d4, DC 19*), id insinuation (four targets, DC 20*), mind trap (5 rounds*); 3/day - psionic dominate (24 hours, DC 20*), ectoplasmic form, mind probe (DC 20); 1/day - mind thrust (9d10, DC 20*). Manifester level 9th. The save DCs are Charisma-based. *Includes augmentation for the cerebrilith’s manifester level. Spell-Like Abilities: At will - deeper darkness, desecrate, detect good, dispel good (DC 20), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 18), unholy blight (DC 19). Caster level 9th. The save DCs are Charisma-based. Summon Demon (Sp): Once per day a cerebrilith can attempt to summon 4d6 dretches or another cerebrilith with a 35% chance of success. This ability is equivalent to a 4th-level spell. Outsider Traits: A cerebrilith cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet. Skills: Cerebriliths have a +8 racial bonus on Listen and Spot checks.
![]() Gifted with arcane spells, divine spells, and psionic abilities, a psionic couatl is a mighty champion of good. The couatl is described in the Monster Manual, but a couatl in a psionic campaign can be adjusted from the Monster Manual version as follows. Large Outsider (Native, Psionic)Special Attacks: Constrict 2d8+6, improved grab, poison, psi-like abilities, spells CombatThe psionic couatl does not possess the psionic spell-like abilities of the standard couatl. Instead, it has psi-like abilities.Psi-Like Abilities: At will - aura sight, cloud mind (DC 15), detect psionics, read thoughts (DC 15); 3/day - mental barrier (2 rounds*), psionic plane shift, thought shield (power resistance 19*). Manifester level 9th. The save DCs are Charisma-based. *Includes augmentation for the psionic couatl’s manifester level.
![]() Hit Dice: 6d8+6 (33 hp) Initiative: +2 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 21 (+1 size, +2 Dex, +8 natural), touch 13, flat-footed 19 Base Attack/Grapple: +4/+2 Attack: Sting +7 melee (1d3+3) Full Attack: Sting +7 melee (1d3+3) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Damage reduction 5/ bludgeoning, Elemental traits, immunity to fire and cold, resistance to electricity 15 Saves: Fort +8, Ref +6, Will +2 Abilities: Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14 Skills: Appraise +9, Climb +5, Jump +5, Listen +2, Spot +10 Feats: Alertness, Great Fortitude, Lightning Reflexes Environment: Underground Organization: Solitary or facet (2-5) Challenge Rating: 3 Treasure: Double goods (gems only) Alignment: Any lawful Advancement: 7-12 HD (Medium); 13-18 HD (Large) Level Adjustment: - This creature’s 3-foot-long scorpionlike shape is formed wholly of minerals. Six curved crystalline shards provide locomotion, while a wicked point of jagged crystal forms a perfect stinger. A conglomerate of stone and crystal, a crysmal above all else seeks to perpetuate its kind. Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substance for this reproductive cycle: To make a single juvenile, a crysmal generally needs eight to ten gems, each of 25 gp value or more. Crysmals understand Terran but do not speak. CombatCrysmals prefer to quietly reproduce, but sometimes they must hunt for minerals to carry out their reproductive imperative. They are not shy about attacking bipedal creatures, which crysmals have learned often carry gemstones. Psi-Like Abilities: At will - control object, control sound, detect psionics, empty mind, mind thrust (2d10, DC 13*); 3/day - psionic dimension door. Manifester level 2nd. The save DCs are Charisma-based.*Includes augmentation for the crysmal’s manifester level. Skills: Crysmals have a +8 racial bonus on Appraise checks and Spot checks.
![]() Small Monstrous Humanoid (Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18 Base Attack/Grapple: +1/-3 Attack: Longsword +3 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Full Attack: Longsword +3 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Darkvision 60 ft., resistance to fire 5, scent Saves: Fort +3, Ref +0, Will -2 Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 7, Cha 10 Skills: Climb +2, Spot +4 Feats: Weapon Focus (longsword), Blind-FightB Environment: Underground Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rdlevel sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 Giant beetles, and 2-5 riding Giant beetles) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +1 This humanoid stands about half as high as a human. It has hardened, chitin-encrusted skin, compound eyes like those of an insect, and two small antennae protruding from its brow. Called “bug men” by the ignorant, dromites share at least as many traits with humans as they do with insects. However, one major difference between dromites and most other races is their androgynous physiology. Dromites are neither male nor female, nor do they possess any sexual traits whatsoever. Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness. Dromites speak Common. Most dromites encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level. CombatDromites prefer to hide and launch psionic attacks as a foe approaches. Not fast on their feet, they rely more on cover and concealment than on mobility. Psi-Like Abilities:1/day: energy ray (fire, 1d6+1). Manifester level 1st. The save DC is Charisma-based. (Other dromites may manifest electricity, cold, or sonic energy rays instead; the energy ray always matches the type of energy the dromite is resistant to.)The dromite warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. DROMITES AS CHARACTERSDromite characters possess the following racial traits.
![]() Gray dwarves, or duergar, are a grim and warlike race who dwell deep below the earth’s surface in great foundry-cities. They are described in the Monster Manual. Duergar in a psionic campaign should be adjusted from the version appearing in that book as follows. Duergar, 1st-Level WarriorMedium Humanoid (Dwarf, Psionic) Special Attacks: Duergar traits, psi-like abilities CombatA psionic duergar does not possess the spell-like abilities of standard duergars. Instead, it has psi-like abilities.Psi-Like Abilities:1/day - expansion, invisibility. These abilities are as the power (or spell) manifested by a psion (or sorcerer) of the duergar’s Hit Dice (minimum 3rd level) and affect only the duergar and whatever he carries. DUERGAR AS CHARACTERSDuergar characters possess the following racial traits.
![]() Medium Aberration (Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Warhammer +3 melee (1d8+1/x3) or longbow +1 ranged (1d8/x3) Full Attack: Warhammer +3 melee (1d8+1/x3) or longbow +1 ranged (1d8/x3) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Repletion, resilience, resistance Saves: Fort +3, Ref +0, Will -1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 6 Skills: Climb +3, Jump +3 Feats: Weapon Focus (warhammer) Environment: Any Organization: Congregate (2-4), squad (11-20 plus 2 3rdlevel sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5thlevel lieutenants, and 3 7thlevel captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +0 This person seems unremarkable, if a bit pale and hollow-eyed. She has long red hair and wears studded leather armor. Elans are made, not born. Elans are humans who have chosen to abandon their humanity for a new, psionically energized existence. Thus, elans do not reproduce except by explicit choice. Even then, their “children” are already fully formed adult humans. With this psionic reawakening comes increased mental agility. Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always. Younger elans (those created within the last two hundred years) have pale skin, red hair, and a youthful quality. However, elans more than a few hundred years old vary in looks as widely as do humans. Elans dress in the style similar to the areas in which they pass themselves off as human, including the adoption of unusual hairstyles, fanciful clothes, tattoos, body piercing, and the like. Elans speak Common. Some elans encountered away from their homes are warriors; the information in the statistics block is for a warrior of 1st level. Most elans are psions or psychic warriors. CombatElans rely on their psionic power to keep them from harm whenever possible, increasing their saving throws or taking physical damage first from their power points. Repletion (Su): By expending 1 power point, an elan does not need to eat or drink for 24 hours.Resilience (Su): As an immediate action, an elan can reduce the damage he is about to take by 2 points for every 1 power point spent. Resistance (Su): As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next turn. The elan warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. ELANS AS CHARACTERSElan characters possess the following racial traits.
![]() Hit Dice: 4d8+12 (30 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flatfooted 15 Base Attack/Grapple: +3/+3 Attack: Tongue +6 melee touch (liquefy crystal) Full Attack: Tongue +6 melee touch (liquefy crystal) and bite +1 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Liquefy crystal Special Qualities: Darkvision 60 ft., scent Saves: Fort +4, Ref +4, Will +5 Abilities: Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 11 Skills: Listen +6, Move Silently +4, Spot +6 Feats: Alertness, Weapon Finesse Environment: Underground Organization: Solitary or pair Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-6 HD (Medium); 7-14 HD (Large) Level Adjustment: - This creature appears similar to a 6-foot-long, 3-foot-high beetle. Its protective carapace gleams and glitters with a crystalline sheen. A tonguelike organ flickers from between its mandibles every few seconds, reaching to a distance of 3 feet. Folugubs dissolve and eat crystals; the tongue turns crystalline objects (including gems) into a slimy goo, which the folugub then slurps up. Folugubs are the bane of psionically equipped parties, since so many psionic items contain or are composed completely of crystal. CombatA folugub can scent a crystal object up to 90 feet away, and once it has the scent, little deters it from its goal. It usually ceases attacking to devour a freshly liquefied crystal. The creature targets the largest crystal object available. Liquefy Crystal (Ex): A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning immediately from solid to liquid and becoming worthless. The touch can destroy up to a 5-foot cube of crystal instantly. Magic or psionic items made of crystal (including crystalline armor and weapons) must succeed on a DC 19 Reflex save or be liquefied. The save DC is Constitution-based and includes a +4 racial modifier. A crystalline weapon that deals damage to a folugub becomes liquefied immediately.
Githyanki are described in the Monster Manual. However, githyanki in a psionic campaign should be adjusted from the version appearing in the Monster Manual as follows. Most githyanki encountered outside their homes are warriors; however, psions, psychic warriors, wizards (called warlocks) and multiclass githyanki (called gish) are also found. Githyanki, 1st-Level WarriorMedium Humanoid (Extraplanar, Psionic) Special Attacks: Psi-like abilities Special Qualities: Darkvision 60 ft., githyanki traits, power resistance 6 COMBATGithyanki are seasoned combatants, familiar with the tactical use of ambush, cover, and psionic sniper attacks from afar. A psionic githyanki does not possess the spell-like abilities or spell resistance of standard githyanki. Instead, it has psi-like abilities and power resistance. Psi-Like Abilities: 3/day—psionic daze (DC 10), far hand. Manifester level 1st. The save DC is Charisma-based. Power Resistance (Ex): A psionic githyanki has power resistance equal to its Hit Dice + 5. GITHYANKI AS CHARACTERSMost githyanki characters are fighters or psions. Githyanki characters possess the following racial traits.
Githzerai are a hard-hearted, humanlike people who dwell on the plane of Limbo, secure in the protection of their hidden monasteries. They are described in the Monster Manual. However, githzerai in a psionic campaign should be adjusted from the version appearing in the Monster Manual as follows. The statistics block describes a 1st-level warrior. Many githzerai are monks; however, psychic warriors, soulknives, sorcerers, rogues, and multiclass githzerai (called zerths) are also indispensable members of a monastery. Githzerai, 1st-Level WarriorMedium Humanoid (Extraplanar, Psionic) Armor Class: 17 (+3 Dex, +4 inertial armor), touch 13, flat-footed 14 Special Attacks: Psi-like abilities Special Qualities: Darkvision 60 ft., power resistance 6 COMBATIn melee, githzerai warriors (along with rogues and monks) are often backed up by sorcerers. A psionic githzerai does not possess the spell-like abilities, inertial armor ability, or spell resistance of standard githzerai. Instead, it has psi-like abilities (including inertial armor) and power resistance. Psi-Like Abilities: 3/day—catfall, concussion blast, psionic daze (DC 10), inertial armor. Manifester level 1st. The save DC is Charisma-based. Power Resistance (Ex): A githzerai has power resistance equal to its Hit Dice + 5. GITHZERAI AS CHARACTERSGithzerai characters possess the following racial traits.
![]() Hit Dice: 9d10+36 (85 hp) Initiative: -1 Speed: 40 ft. (8 squares) Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flatfooted 20 Base Attack/Grapple: +9/+25 Attack: Bite +15 melee (2d8+8) Full Attack: Bite +15 melee (2d8+8) and 2 claws +10 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Null psionic exhalation Special Qualities: Darkvision 60 ft., low-light vision, power resistance 20, scent Saves: Fort +10, Ref +5, Will +7 Abilities: Str 27, Dex 9, Con 19, Int 2, Wis 15, Cha 20 Skills: Jump +14, Listen +7, Spot +3 Feats: Closed Mind, Hostile Mind, Iron Will, Psionic Hole, TrackB Environment: Underground Organization: Solitary, pair, or cluster (3-5) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 10-20 HD (Huge); 21-27 HD (Gargantuan) Level Adjustment: - This creature has a vaguely humanoid form. It would stand about 18 feet tall, but it goes about in a bestial crouch, its clawed halfhands used as much for locomotion as its legs. Its skin is rough and warty, and its mouth is overfilled with tearing, needlelike teeth. The gray glutton is a terrifying predator that lives only to eradicate psionic creatures and characters. The single-minded fury with which it tracks down and eradicates psionic individuals is stunning. Fortunately for psionic creatures everywhere, gray gluttons are rare, being an artificial species. Gray gluttons are descended from the victims of twisted experimentation on individuals who had already been victimized by psionics-using enemies. Filled with hatred for those who wield psionics, these poor souls were perfect fodder for arcane spellcasters seeking a weapon against their psionic foes. The mages who initiated the magical breeding program twisted once-human bodies into shapes so extreme that sentience itself was extinguished. All that remains is an instinctual hate for all things psionic. The monsters are named not for the color of their hide, but for the psionic-infused gray matter they crave above all. CombatA gray glutton attacks anything psionic, or anything that stands in its way of tracking down new psionic prey. Of course, a gray glutton has to eat—and eat a lot to feed its bulk—so when not on the scent it will attack any living creature. It always breaks off attacks against nonpsionic foes if psionic prey is an option. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). No challenge seems too extreme to it, even if that means bulling into the center of a powerful party of manifesters. When attacking, a gray glutton makes use of its Hostile Mind and Psionic Hole feats to make the fight a costly one for psionic enemies. Null Psionic Exhalation (Su): As a free action, a gray glutton can breathe forth a cloud of pale blue translucent gas into an adjacent 10-foot cube. The gas is psionically poisonous; the initial damage is 1d4 power points, and the secondary damage is 3d4 power points (Fortitude DC 18 negates). Affected psionic characters and creatures subtract the lost power points from their reserves. The save DC is Constitution-based. Once a gray glutton has used its exhalation, it must wait 4 rounds before it can exhale again.
![]() Medium Giant (Psionic) Hit Dice: 1d8+2 (6 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 13 (-1 Dex, +4 scale mail), touch 9, flat-footed 13 Base Attack/Grapple: +1/+7 Attack: Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2) Full Attack: Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Fire acclimated, Giant’s stature, low-light vision Saves: Fort +4, Ref -1, Will -1 Abilities: Str 15, Dex 9, Con 14, Int 10, Wis 9, Cha 8 Skills: Listen +1, Spot +1 Feats: Weapon Focus (greatsword) Environment: Warm desert Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +1 This humanoid is a hulking creature almost the size of an ogre. Coppery skinned and dark-eyed, he stands close to 8 feet tall and bears a giant-sized greatsword. Half-giants possess the blood of humans and giants. Though closer to human than giant size, their stature can’t be ignored. Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women. Most half-giants have tightly braided black hair and deep coppery complexions. Half-giants often prefer grandiose dress when they can afford to do so, sporting fanciful or intimidating clothing. Despite their hulking appearance, half-giants possess human sensibilities. They are curious, interested in cooperation and communication, and have a general tendency toward kindness. (Of course, there are exceptions.) Underscoring their human ancestry, half-giants speak Common. Many also learn Giant. Most half-giants encountered away from their homes are warriors; the information in the statistics block is for a warrior of 1st level. CombatBecause of their giant ancestry, half-giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes. Psi-Like Abilities: 1/day: stomp (DC 10). Manifester level equal to 1/2 HD (minimum 1st). The save DC is Charisma-based. Fire Acclimated (Ex): Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Powerful Build (Ex): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. The half-giant warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. HALF-GIANTS AS CHARACTERSHalf-Giant characters possess the following racial traits.
![]() Hit Dice: 6d8+15 (42 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16 Base Attack/Grapple: +4/+1 Attack: Claw +6 melee (1d3+1) Full Attack: 4 claws +6 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Body thief, psi-like abilities Special Qualities: Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, resistance to electricity 15, vulnerability to protection from Evil Saves: Fort +4, Ref +7, Will +6 Abilities: Str 13, Dex 21, Con 15, Int 12, Wis 12, Cha 14 Skills: Bluff + 15, Concentration +11 (+15 when manifesting defensively), Hide +14, Listen +14, Move Silently +16 Feats: Combat Manifestation, Toughness, Up the Walls, Wild TalentB Environment: Underground Organization: Solitary or pod (2-4) Challenge Rating: 7 Treasure: 1/2 coins; double goods; standard items Alignment: Always Chaotic Evil Advancement: 7-8 HD (Small); 9-15 HD (Medium); 16-18 HD (Large) Level Adjustment: +6 This apparently disembodied brain moves about on four bestial, clawed feet. It is the size of a dog and moves with frightening alacrity. A glistening, transparent membrane or sheath covers its horrible body. An intellect devourer stalks sentient prey, sometimes at the behest of powerful masters, and then uses its body thief ability to masquerade as its latest victim—allowing it to secretly penetrate areas rich in prey or to spy for its masters. Intellect devourers understand Common but must be in possession of a body to speak. An intellect devourer in possession of a body also knows the languages known by that victim. CombatAn intellect devourer stalks its chosen prey, using cloud mind and compression to remain unseen as it waits for an opportunity to catch its victim alone. It first launches a barrage of telepathic attacks with ego whip and id insinuation, then charges to attack with its deadly claws, sometimes embellishing its physical attacks with its painful strike power. Once it has overcome its victim, an intellect devourer often uses its body thief ability to inhabit and animate the corpse, masquerading as the victim while stalking its next meal. Body Thief (Su): When an intellect devourer overcomes a lone victim, it consumes the victim’s brain and enters the skull. As a full-round action that provokes attacks of opportunity, the devourer can merge its form with that of a helpless or dead creature of Small size or larger. The devourer cannot merge its body with that of a creature immune to extra damage from critical hits.When an intellect devourer completes its merging, it psionically consumes the brain of the victim (which kills it if it is not already dead). The devourer can exit the body at any time as a standard action, bursting the victim’s skull and resuming its normal form. After consuming its victim’s brain, an intellect devourer can instead choose to animate the body for up to seven days as if it were the victim’s original brain. The devourer retains its hit points, saving throws, and mental ability scores, as well as its psi-like abilities. It assumes the physical qualities and ability scores of the victim, as if it had used polymorph to assume the victim’s form. As long as the intellect devourer occupies the body, it knows the languages spoken by the victim and very basic information about the victim’s identity and personality, but none of the victim’s specific memories or knowledge. Psi-Like Abilities: At will - cloud mind, compression, detect psionics, ego whip (2d4, DC 16*), empty mind (+5 on Will saves*), id insinuation (three targets, DC 16*); 3/day - body adjustment (2d12*), intellect fortress, painful strike. Manifester level 7th. The save DCs are Charisma-based. *Includes augmentation for the intellect devourer’s manifester level. Blindsight (Ex): An intellect devourer can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would. Vulnerability to Protection from Evil (Ex): An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell. Skills: Intellect devourers have a +8 racial bonus on Bluff checks, useful for passing off the possessed body as the original. They also have a +8 racial bonus on Move Silently checks and Listen checks.
![]() Medium Humanoid (Maenad, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/x3) Full Attack: Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Outburst Saves: Fort +3, Ref +0, Will -1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +3, Jump +3 Feats: Weapon Focus (longsword) Environment: Warm hills Organization: Party (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +0 Tall and wiry, this person has long hair worn in tight braids. He seems almost human in appearance, but his skin is dusted with fine, sparkling motes. Maenads are a race rumored to be wildly emotional, but perceived as extremely reserved by those who encounter them. In fact, both rumor and perception are true: Although generally governed by almost legendary restraint, maenads developed self-control as a means of holding their intense emotional turmoil at bay. Maenads have a strong martial bent, useful for venting the passions they keep constantly bottled up. Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible. Maenads speak their own language and Common. Most maenads encountered away from their homes are warriors; the information in the statistics block is for a warrior of 1st level. CombatMaenads try to keep their emotions bottled up, but when faced with a fight, they’ll call on their inner turmoil and abilities associated with those repressed feelings to best effect. Psi-Like Abilities: 1/day - energy ray. A maenad can deal only sonic damage with this ability. Manifester level equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.Outburst (Ex): Once per day for up to 4 rounds a maenad can subjugate his mentality. He takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength. MAENADS AS CHARACTERSMaenad characters possess the following racial traits.
Denizens of the lightless deeps far below the surface world, mind flayers—or illithids, as they are also known—are perhaps the most infamous and widely feared of those creatures who wield mental powers. Mind flayers are described in detail in the Monster Manual, but mind flayers in a psionic campaign should be adjusted from the version appearing in the Monster Manual as follows. Mind FlayerMedium Aberration (Psionic) Special Attacks: Extract, improved grab, mind blast, psionic powers Special Qualities: Power resistance 25, telepathy 100 ft. Skills: Bluff +11, Concentration +11, Disguise +3 (+5 acting), Hide +10, Knowledge (psionics) +12, Listen +11, Move Silently +10, Sense Motive +7, Spot +11, Use Psionic Device +7 Feats: Combat Manifestation, Improved Initiative, Weapon Finesse COMBATA psionic mind flayer relies on tactics similar to those described for mind flayers in the Monster Manual. Its most dangerous weapon is its mind blast ability, but it also commands a variety of psionic powers, ranging from attacks such as ego whip and mind thrust to will-crushing compulsions such as psionic dominate. A psionic mind flayer prefers to use its mind blast as its primary attack form, since this does not cost it power points. A psionic mind flayer does not possess spell-like abilities of standard illithids. Instead, it has psionic powers. Psionic Powers: A psionic mind flayer manifests powers as a psion (telepath) of 9th level. The save DCs are Intelligence-based. Typical Psion Powers Known (power points 90, save DC 14 + power level): 1st—defensive precognition, detect psionics, mind thrust (DC 15*), psionic charm (DC 15*), vigor; 2nd—body equilibrium, ego whip (DC 16*), id insinuation (DC 16*), psionic levitate, psionic suggestion (DC 16*), read thoughts (DC 16*); 3rd—body adjustment, dispel psionics, mental barrier; 4th—intellect fortress, psionic dimension door, psionic dominate (DC 18*); 5th—mind probe (DC 19*), psionic plane shift. *Power can be augmented.
![]() Hit Dice: 25d8+200 (312 hp) Initiative: +2 Speed: 20 ft. (4 squares) Armor Class: 28 (-4 size, -2 Dex, +24 natural), touch 4, flatfooted 28 Base Attack/Grapple: +18/+40 Attack: Tentacle rake +24 melee (2d6+10/19-20) Full Attack: 4 tentacle rakes +24 melee (2d6+10/19-20) Space/Reach: 30 ft./30 ft. Special Attacks: Breath weapon, improved grab, psi-like abilities, swallow whole Special Qualities: Blindsight 100 ft., damage reduction 5/-, power resistance 25 Saves: Fort +16, Ref +6, Will +16 Abilities: Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 20 Skills: Climb +38, Knowledge (psionics) +31, Listen +30, Psicraft +31, Spot +30 Feats: Cleave, Improved Critical (tentacle rake), Improved Initiative, Power Attack, Psionic Endowment, Psionic Fist, Psionic Meditation, Speed of Thought, Wild Talent Environment: Underground Organization: Solitary Challenge Rating: 15 Treasure: Standard Alignment: Always lawful Evil Advancement: 26-45 HD (Colossal) Level Adjustment: - This creature is a slime-covered, tentacled worm of dragonlike proportions. Four 25-foot-long ten ta cles sprout from its eyeless head, writhing around a lampreylike mouth of nightmarish size. A revolting mucus trail marks the wake of the horror. A mature neothelid is a gigantic worm scores of feet long and weighing tens of thousands of pounds. Only slightly less terrible than being dissolved by the creature’s acid breath is being pulled whole into its ravenous maw. Neothelids are a rare result of the mind flayer reproductive cycle gone horribly wrong. Their very existence is a taboo topic among illithids. For their part, neothelids brood in darkness, minds abubble with desires too insane to record. Although they understand Undercommon, they rarely communicate in a meaningful way. CombatIn battle, a neothelid forms its body into a coil 30 feet across. Its favored tactic is liquefying foes with its breath weapon. Against more distant opponents it may use psionics, while its tentacles make short work of closer ones. Breath Weapon (Su): Cone of acid 50 feet long, once every 1d4 rounds; damage 14d10 acid, Reflex half DC 30.Improved Grab (Ex): To use this ability, a 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. Psi-Like Abilities: At will - body equilibrium, psionic charm (all targets, duration 15 days, DC 21*), clairvoyant sense, psionic levitate, read thoughts (DC 17*), psionic suggestion (seven targets, DC 17*), telekinetic force (500 lb., DC 18*), telekinetic maneuver (+4 bonus, DC 19*), telekinetic thrust (500 lb., DC 18*), psionic teleport, trace teleport, truevenom (DC 19); 3/day - mind thrust (15d10, DC 23*), psychic thrust (6d6, DC 16**). Manifester level 15th. The save DCs are Charisma-based. *Includes augmentation for the neothelid’s manifester level. **Includes the inherent +4 save adjustment described in the power. Swallow Whole (Ex): A neothelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+15 points of crushing damage plus 2d6 points of acid damage per round from stomach secretions. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A neothelid’s interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Blindsight (Ex): A neothelid can use nonvisual means to ascertain all foes within 100 feet as a sighted creature would.
![]() This horrible monster has a leonine body, the batlike wings of a dragon, and a humanoid head with a wide fang-filled maw. Its eyes glow green with psychic energy, and its long tail ends in a cluster of iron spikes. Seemingly no different from standard examples of their kind, phrenic creatures harbor mental might. Monsters who naturally possess psionic ability are not found as phrenic creatures. Phrenic creatures are freaks among their kind, otherwise normal creatures whose minds are more powerful than those of their fellows. Similarly, creatures who advance by character class are usually not phrenic creatures - they simply take levels in a psionic class to hone their mental powers. CREATING A PHRENIC CREATURE“Phrenic” is an inherited template that can be added to any nonmindless creature that does not already have the psionic subtype (referred to hereafter as the “base creature”). A phrenic creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a Magical Beast [augmented animal]). It gains the psionic subtype. Psi-Like Abilities (Sp): A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.
Special Qualities: A phrenic creature has all the special qualities of the base creature, plus the following special qualities. Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10. Abilities: Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4. Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats. Challenge Rating: Up to 5 HD, same as base creature +1; 6-10 HD, same as base creature +2; 11+ HD, same as base creature +3. Level Adjustment: Same as base creature +2.
![]() Hit Dice: 6d8+30 (57 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +6/+16 Attack: Claw +11 melee (1d6+6) Full Attack: 2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus mind feed) Space/Reach: 10 ft./10 ft. Special Attacks: Mind feed, psi-like abilities Special Qualities: Damage reduction 10/magic, darkvision 60 ft., regeneration 5, resistance to cold 10, scent Saves: Fort +9, Ref +6, Will +8 Abilities: Str 23, Dex 12, Con 21, Int 10, Wis 16, Cha 16 Skills: Listen +11, Move Silently +7, Spot +11 Feats: Alertness, Great Fortitude, Improved Initiative Environment: Any Organization: Solitary or gang (2-4) Challenge Rating: 6 Treasure: Standard Alignment: Always Chaotic Evil Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: - This 10-foot-tall humanoid is monstrously distorted. Despite its daggerlike teeth, claws, hoarfrost hide, and distorted features, the creature almost looks like a familiar person. A phthisic is a repressed neurosis wrenched from the subconscious mind to walk the world in living, breathing flesh. Phthisics feed on the mental energy of other beings, leaving their victims permanently damaged. A phthisic stands 10 feet tall and weighs 600 pounds. It vaguely resembles the person whose mind the phthisic escaped from, but is severely distorted (someone who knows the individual from whom the phthisic sprung can make a DC 25 Spot check to note the resemblance). A phthisic is initially drawn from a troubled psyche by means of an unknown psionic power, possibly a twisted version of psychic chirurgery. Once free, it is an independent creature and may very well attack its progenitor. A phthisic speaks the primary language of the mind that birthed it, usually Common. CombatBorn of a damaged mind, a phthisic constantly craves the sweet nectar of sanity to soothe its mental torment, if only for a while. As it feeds on a living being’s intelligence, the victim experiences a sensation of deadly chill. Mind Feed (Ex): A phthisic that hits with its bite attack deals 1d4 points of Intelligence damage. If this effect reduces the opponent’s Intelligence score to 0, the ability damage becomes ability drain.Psi-Like Abilities: 3/day - brain lock (affects animals, fey, Giants, Humanoids, Magical Beasts, and monstrous Humanoids, DC 15*), dimension slide, ego whip (1d4, DC 15*), mental barrier, mind thrust (ML 4th, 4d10, DC 15*), skate; 1/day - body adjustment (heal 1d12*), catapsi (DC 18). Manifester level 6th. The save DCs are Charisma-based. *Includes augmentation for the phthisic’s manifester level. Regeneration (Ex): Fire and acid deal normal damage to a phthisic.
![]() Hit Dice: As master’s HD (hp 1/2 master’s) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft.* Armor Class: 16 (+4 size, +2 Dex*), touch 16, flatfooted 14 Base Attack/Grapple: +0/-17 Attack: - Full Attack: - Space/Reach: 1 ft./0 ft. Special Attacks: - Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link) Saves: As master’s saves Abilities: Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10 Skills: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6 Feats: Alertness Environment: Any Organization: Solitary Challenge Rating: Included with master Treasure: None Alignment: As master Advancement: - Level Adjustment: - *With self-propulsion ability activated. This glowing crystal is the size of a small human hand. A psicrystal is the artificial externalization of a small portion of a psionic character’s consciousness. It is found only as the creation and companion of a psion, wilder, or character with similar abilities. The psicrystal described here is that of a 1st-level manifester. CombatA psicrystal’s characteristics depend on its master. Its Hit Dice are equal to its master’s Hit Dice (counting only levels in psion or wilder), its hit points are equal to half its master’s, and its saving throw bonuses are the same as its master’s. Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision. Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.) Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
![]() Hit Dice: 15d10+30 (112 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 28 (-1 size, +19 natural), touch 9, flat-footed 28 Base Attack/Grapple: +11/+25 Attack: Slam +20 melee (2d10+10) Full Attack: 2 slams +20 melee (2d10+10) Space/Reach: 10 ft./10 ft. Special Attacks: Dispel psionics Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, low-light vision Saves: Fort +5, Ref +5, Will +5 Abilities: Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: - Environment: Any Organization: Solitary or gang (2-4) Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 16-21 HD (Large); 22-45 (Huge) Level Adjustment: - This creature stands nearly 10 feet tall and is grown or carved from blood-red crystal. Sharp, serrated facets increase the deadly appearance of its already ominous form. A psion-killer (also called a crystal golem) is 9-1/2 feet tall and weighs around 2,500 pounds. Its body is composed of sharply faceted crystal. Despite their psion-specific name, these golems are created to be the bane of all psionic creatures and characters. Their crystal bodies are sometimes carved with symbols promising death to psionic beings and often also bear utilitarian psionic tattoos. CombatA psion-killer does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Psion-killers don’t use weapons, even if ordered to, but always strike with their fists. A psion-killer’s creator can command it if the psion-killer is within 60 feet and can see and hear its creator. If uncommanded, a psion-killer usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Its creator can give a psion-killer a simple command to govern its actions in his or her absence. Dispel Psionics (Su): A psion-killer can use dispel psionics as a free action once per round. The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+10. Construct Traits: A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Immunity to Psionics (Ex): Psion-killers completely resist psionic effects that are subject to power resistance. CONSTRUCTIONA psion-killer’s body is constructed from massive blocks of quartz crystal with a total weight of at least 5,000 pounds and costing at least 8,000 gp. Assembling the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (stonemasonry) check. ML 16th; Craft Psionic Construct, bend reality, dispel psionics, fabricate, mind seed, manifester must be at least 16th level; Price 150,000 gp; Cost 79,000 gp + 5,680 XP.
![]() Hit Dice: 1/4 d10 (1 hp) Initiative: +2 Speed: 5 ft. (1 square) Armor Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18 Base Attack/Grapple: +1/-20 Attack: Bite +4 melee (1d2-5) Full Attack: Bite +4 melee (1d2-5) Space/Reach: 1/2 ft./0 ft. Special Attacks: Enthrall, psi-like abilities Special Qualities: Blindsight 60 ft., host protection, telepathy 20 ft. Saves: Fort +2, Ref +4, Will +5 Abilities: Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14 Skills: Hide +22, Listen +7, Sense Motive +7, Spot +7 Feats: Iron Will Environment: Underground Organization: Solitary or pack (2-8) Challenge Rating: 1 Treasure: None Alignment: Usually lawful Evil Advancement: - Level Adjustment: - This four-inch-long leech is dark brown, possessing no discernible anatomy or sensory organs. Puppeteers are psionic parasites that vicariously experience the lives of their victims by taking control of their minds. Once a puppeteer establishes control over a victim (now called a host), it attaches to the host’s skin in a spot hidden by fur, hair, or clothing. It draws nutrients from the host’s blood, but since it is so small, its requirements are minimal. Only when twenty or more puppeteers ride a single host—a rare occurrence—is the host’s health directly threatened. Puppeteers seek to secretly infect the societies of other creatures and take control of them so as to ensure a continuous supply of bodies. They do not speak, though they can speak indirectly using a host body’s vocal cords, in whatever language the host knows (usually Common). CombatPuppeteers use their psionic powers in conjunction with their enthrall ability to gain control over potential hosts. Once it is in control, a puppeteer almost exclusively relies on the host’s mental and physical abilities, although it can use its own powers to enhance their effectiveness in a particularly dangerous situation. Puppeteers are most commonly encountered when secretly riding hosts, their presence hidden from their opponents. Enthrall (Ex): If a puppeteer is in physical contact with a person it has charmed (the puppeteer establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if dominated. (Puppeteers often seek to charm victims first and then “ask” to be picked up.) So long as the puppeteer remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken. Psi-Like Abilities: 3/day - detect psionics, mental barrier, psionic charm (DC 13). Manifester level 1st. The save DCs are Charisma-based. Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet. Hide Mind (Su): A puppeteer cannot be identified as psionic by divination spells or clairsentience powers. Host Protection (Ex): A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted. A puppeteer that is attached to its host is treated as a creature in a grapple for the purpose of striking at the puppeteer instead of the host (but the host is not considered grappled in turn). Telepathy (Su): A puppeteer can communicate telepathically with any creature within 20 feet that has a language.
![]() Hit Dice: 3d10+15 (31 hp) Initiative: +3 Speed: 20 ft. (4 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +3/+1 Attack: Bite +6 melee (1d6+2) Full Attack: Bite +6 melee (1d6+2) and 2 tail blades +1 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Blindsight 60 ft., telepathy 20 ft. Saves: Fort +8, Ref +6, Will +4 Abilities: Str 14, Dex 17, Con 21, Int 11, Wis 12, Cha 12 Skills: Hide +10, Move Silently +6, Listen +6, Spot +6 Feats: Alertness, Iron Will Environment: Underground Organization: Solitary or cluster (2-5) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Small); 7-9 HD (Medium) Level Adjustment: - This 4-foot-long leech has a thick, dark brown body. Its mouth doesn’t hinge, but rather unfolds like a cobra’s mantle, revealing a cavity seemingly too large for its body, crawling with teeth. Two quivering chitinous blades protrude from the rear of its body. Regular puppeteers (see above) are psionic parasites that directly control the minds of their hosts. But sometimes, a more direct method of subjugation requires violence, in the form of flesh harrowers (also called dire puppeteers). Though it is little understood, the life cycle of a regular puppeteer involves laying tiny eggs. At its option, a puppeteer can mentally manipulate any egg to produce a dire puppeteer instead of the standard, smaller version. Though unendowed with the ability to control the minds of others, a dire puppeteer can often simply slay a threat directly. CombatFlesh harrowers use their psionic powers to enhance their deadly effectiveness in combat, and their mental barrier power to increase their chance of avoiding harm. If close to defeat, the creature flees, using its hustle power for a more effective retreat. Psi-Like Abilities: 3/day - concealing amorpha, hustle, mental barrier; 1/day - vigor (+15 hp*). Manifester level 3rd.*Includes augmentation for the flesh harrower’s manifester level.
![]() Hit Dice: 8d8+16 (52 hp) Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +6/+11 Attack: Claw +6 melee (1d6+1) Full Attack: 4 claws +6 melee (1d6+1) and bite +1 melee (1d8) and horn +1 melee (1d4) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, psi-like abilities, time filch Special Qualities: Darkvision 60 ft. Saves: Fort +4, Ref +5, Will +7 Abilities: Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14 Skills: Listen +7, Spot +7, Tumble +6 Feats: Alertness, Dodge, Improved Initiative Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Usually Evil (any) Advancement: 9-15 HD (Large) Level Adjustment: - The baglike body of this 8-foot-tall creature balances on a single, powerful leg that ends in a prehensile foot. A single horn grows from the top. The creature has four eyes and a large mouth. Four long, multijointed arms extend from the body, each ending in cruelly clawed hands. Temporal filchers are hunters that use their psionic abilities to “bump” prey ahead in time— a disorienting tactic that prevents the prey’s companions (if any) from providing aid. Temporal filchers are offshoots of ethereal filchers (see the Monster Manual), though more aggressive and larger. A temporal filcher is yellowish with gray and blue markings. Temporal filchers do not speak. CombatA temporal filcher lurks in hiding using its chameleon power (Hide check +9), waiting for likely prey. It prefers to ambush creatures bringing up the rear of a group, and attempts to surprise its victim. It then retreats quickly into the near future. When badly wounded, a temporal filcher escapes using its time filch ability (on itself only) or psionic dimension door. Improved Grab (Ex): To use this ability, a temporal filcher must hit a creature of Large size or smaller with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and uses its time filch ability.Psi-Like Abilities: At will - chameleon, distract (DC 13), psionic dimension door, psionic levitate, wall walker; 3/day - mental barrier. Manifester level 8th. The save DC is Charisma-based. Time Filch (Su): If a temporal filcher successfully grapples a Large or smaller creature, it latches onto the opponent’s body and shifts 7 minutes forward in time as a free action. Observers (if any) see the temporal filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and its prey, no time passes at all. The victim must succeed on a Will save (DC 16) or be dazed for 1 round from temporal disorientation. The ability is otherwise identical to time hop manifested by an 8th-level manifester.
![]() Hit Dice: 3d8 (13 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flatfooted 13 Base Attack/Grapple: +2/-1 Attack: +4 melee touch (eat thoughts) Full Attack: +4 melee touch (eat thoughts) Space/Reach: 5 ft./5 ft. Special Attacks: Eat thoughts, psi-like abilities Special Qualities: Darkvision 60 ft., ethereal jaunt Saves: Fort +1, Ref +5, Will +4 Abilities: Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14 Skills: Hide +10, Listen +5, Spot +5 Feats: Alertness, Improved Initiative Environment: Ethereal Plane Organization: Solitary or group (1-3) Challenge Rating: 2 Treasure: None Alignment: Usually neutral Advancement: 4-6 HD (Small) Level Adjustment: - This 3-foot-long creature has flesh of wispy ethereal protomatter, through which its skeleton is easily seen. It has the lines of a predatory feline with the skull and claws of a cruel bird of prey. Thought eaters are bizarre creatures that subsist on the mental energy of material beings. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them deadly. Thought eaters do not speak. CombatA thought eater lurks on the Ethereal Plane waiting for an intelligent creature—or better yet, a psionic creature—to happen by. Upon locating one, it shifts to the Material Plane, attempting to catch its victim unawares. After a successful attack, a thought eater quickly retreats to the Ethereal Plane to digest the meal. A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight. Eat Thoughts (Su): A thought eater can drain psionic power points with a successful melee touch attack. Each touch drains 6 power points from the opponent (or fewer, if the opponent has fewer than 6 points remaining). Against a nonpsionic creature or a psionic creature that currently has no power points, this touch attack instead deals 1 point of Intelligence damage, which provides nourishment equivalent to 6 power points. A thought eater requires 12 power points per day to survive but will gorge itself on weak prey. Psi-Like Abilities: At will - detect psionics, distract (DC 13), precognition, psionic daze (DC 13*); 3/day - thought shield. Manifester level 3rd. The save DCs are Charisma-based. *Includes augmentation for the thought eater’s manifester level. Ethereal Jaunt (Su): A thought eater can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power.
![]() Hit Dice: 14d8+70 (133 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flatfooted 22 Base Attack/Grapple: +10/+26 Attack: Bite +17 melee (3d6+12) Full Attack: Bite +17 melee (3d6+12) Space/Reach: 15 ft./15 ft. Special Attacks: Mind-consuming gaze, psi-like abilities Special Qualities: Darkvision 60 ft., ethereal jaunt, power resistance 21 Saves: Fort +11, Ref +5, Will +10 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 15 Skills: Climb +12, Jump +20, Listen +7, Spot +8 Feats: Alertness, Cleave, Great Fortitude, Power Attack, Weapon Focus (bite) Environment: Ethereal Plane Organization: Solitary or pack (2-4) Challenge Rating: 13 Treasure: Standard Alignment: Often Chaotic neutral Advancement: 15-28 HD (Huge) Level Adjustment: - The flesh of this hulking creature continuously streams away like mist in a strong wind. Through its proto-flesh, vague organs and a powerful skeleton are visible. It has the lines of a huge predatory feline with the skull and claws of a gargantuan bird of prey. Its eyes glow with an eerie, pale luminescence. Thought slayers are a breed of thought eater (see above) that has fared far better on the evolutionary ladder than its lesser kin. A thought slayer also subsists on the mental energy of material beings, but it merely need meet the eye of its prey to utterly consume the victim’s mind. Like thought eaters, thought slayers can quickly move between the Ethereal Plane and the Material Plane. Thought slayers do not speak CombatA thought slayer lurks on the Ethereal Plane waiting for an intelligent creature—or better yet, a psionic creature—to happen by. Upon locating one, it shifts to the Material Plane, attempting to catch its victim’s eye. After successfully consuming a mind, the creature quickly retreats to the Ethereal Plane to digest the meal. A thought slayer can spend a maximum of 10 continuous minutes on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight. Mind-Consuming Gaze (Su): Instantly kill (by draining the mind away), range 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based. This is considered a mind-affecting death effect. If a thought slayer’s gaze is met indirectly (such as through a mirror or a reflection in water), the opponent does not die on a failed save but instead is dazed for 14 rounds. This otherwise is a gaze effect. The gaze cannot affect creatures on the Material Plane while the thought slayer remains ethereal, but it can affect ethereal creatures while the thought slayer is on the Material Plane. Psi-Like Abilities:At will - brain lock (any nonmindless, DC 14*), chameleon, detect psionics, distract (DC 13); 3/day - body adjustment (5d12*), mental barrier (+6 AC, 2 rounds*), mind trap (10 rounds*), precognition, wall walker; 1/day - escape detection. Manifester level 14th. The save DCs are Charisma-based. *Includes augmentation for the thought slayer’s manifester level. Ethereal Jaunt (Su): A thought slayer can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power.
![]() Hit Dice: 2d8 (9 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+3 Attack: Claw +3 melee (1d4+1); or longspear +3 melee (1d8+1/×3); or javelin +4 ranged (1d6+1) Full Attack: 4 claws +3 melee (1d4+1) and bite –2 melee (1d4 plus poison); or longspear +3 melee (1d8+1/×3) and 2 claws –2 melee (1d4) and bite –2 melee (1d4 plus poison); or javelin +4 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, psi-like abilities Special Qualities: Darkvision 60 ft., immunity to sleep effects, leap Saves: Fort +0, Ref +5, Will +4 Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 12, Cha 7 Skills: Balance +3, Climb +2, Hide +3*, Jump +35, Listen +2, Spot +2 Feats: Deflect ArrowsB, Multiweapon Fighting Environment: Warm desert Organization: Solitary or pack (5–10) Challenge Rating: 1 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +2 This creature resembles a bipedal praying mantis, complete with six limbs; the lower two are used for walking, and the upper four end in four-fingered clawlike hands. It has large, dangerous mandibles, compound eyes, and two small antennae sprouting from its head. Fierce hunters and faultless trackers, the thri-kreen are a race of insect-folk sometimes known as “mantis warriors.” They are alien and inscrutable creatures who seem to be bloodthirsty monsters to those who do not know them well. Thrikreen are near-perfect hunters, nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south. A thri-kreen’s exoskeleton is a sandy yellow in color, well suited for the dry savannas and grasslands these creatures favor. Thri-kreen wear little clothing other than a simple harness for carrying weapons and equipment. Thri-kreen speak their own language, and some also know Common. COMBATThri-kreen are whirling dynamos in combat, using weapons along with their claws and poisonous bite. They always take the time to enhance their combat abilities with their psi-like abilities, or slip away from a fight that seems too dangerous by using their chameleon power. Poison (Ex): Injury, Fortitude DC 11, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A thrikreen can use its poison bite once per day. The save DC is Constitution-based. Psi-Like Abilities: 3/day—chameleon, know direction and location; 1/day—greater concealing amorpha, metaphysical claw. Manifester level 1/2 thri-kreen’s Hit Dice (minimum 1st level). Leap (Ex): A thri-kreen is a natural jumper. It has a +30 racial bonus on Jump checks. Skills: *A thri-kreen has a +4 racial bonus on Hide checks in sandy or arid settings. THRI-KREEN AS CHARACTERSThri-kreen characters possess the following racial traits.
![]() Hit Dice: 6d8+18 (45 hp) Initiative: +0 Speed: 0 ft. Armor Class: 11 (-2 size, -5 Dex, +8 natural), touch 3, flatfooted 11 Base Attack/Grapple: +4/- Attack: - Full Attack: - Space/Reach: 15 ft./0 ft. Special Attacks: Double manifest, psi-like abilities Special Qualities: Blindsight 60 ft., immunity to electricity, plant traits, resistance to cold 10 and fire 10 Saves: Fort +8, Ref +4, Will +5 Abilities: Str -, Dex -, Con 16, Int 4, Wis 13, Cha 14 Skills: Listen +10 Feats: Iron Will, Lightning Reflexes Environment: Temperate forest Organization: Solitary or patch (2-4) Challenge Rating: 5 Treasure: 1/5 coins; 50% goods; 50% items Alignment: Always neutral Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan) Level Adjustment: - Several sunflowerlike, woody stalks sprout from the ground, ringing an empty patch of green grass. Udoroots are innocuous-looking carnivorous plants that use psionic powers to overcome other creatures, which it then uses as fertilizer. By far the largest part of an udoroot is its massive, bulbous root system, the bottommost tip of which can reach 30 feet below the surface. An udoroot sends six shoots to the surface, each of which culminates in a “crown” resembling a mature sunflower with reddish seeds and white petals. The seeds are tough but nutritious and can be made into bread if ground. A subterranean version of the udoroot grows “upside down” near the edges of Underdark communities. CombatUdoroot crowns grow in a circular pattern, creating a rough circle some 20 feet in diameter. The plant is immobile and has no physical attacks, but it can sense prey and manifest psi-like abilities through its six stalks. An udoroot’s favorite tactic is creating astral constructs to physically fight for the plant. Once a victim is overcome, the udoroot telekinetically drags the body into the grassy circle (if it is not already there) to nourish the main plant below. An udoroot can be killed only if its root is dug up or exposed, then burned, hacked apart, or otherwise destroyed. Severing or destroying all six crowns puts the plant out of commission, allowing excavation of the helpless root. The crowns are Medium objects with a hardness of 5 and 7 hit points. To sever a crown, an opponent must use the sunder action. The crowns can also be affected by spells or effects that affect an area or targeted by spells that affect an individual target. An udoroot takes no damage from having a crown severed or destroyed. A severed crown dies and can no longer be used to attack, but the udoroot takes no other penalties. As long as the root system remains intact, the crown regrows in about a month. An udoroot takes no damage from having a crown severed or destroyed. A severed crown dies and can no longer be used to attack, but the udoroot takes no other penalties. As long as the root system remains intact, the crown regrows in about a month. Double Manifest (Ex): An udoroot senses its surroundings and manifests its psi-like abilities through its crowns. It can manifest two psi-like abilities per round, as long as it has at least two crowns remaining. Psi-Like Abilities: At will - energy stun (electricity, 2d6, DC 15*), false sensory input (DC 15), id insinuation (two targets, DC 15*), mind thrust (ML 4th, 4d10, DC 14*), telekinetic force (275 lb., DC 15*), thought shield (power resistance 16*); 3/day - astral Construct (3rd level*), body adjustment, mental barrier. Manifester level 6th. The save DCs are Charisma-based. An udoroot can use its body adjustment power to repair damage to one of its crowns, as long as the crown has not been severed or destroyed. *Includes augmentation for the udoroot’s manifester level. Blindsight (Ex): An udoroot can ascertain all foes by nonvisual means within 60 feet. If its crowns are destroyed, it can no longer perceive its surroundings. Plant Traits: An udoroot is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits.
![]() Hit Dice: 4d8+4 (22 hp) Initiative: +1 Speed: Fly 30 ft. (good) (6 squares) Armor Class: 13 (+1 Dex, +2 deflection), touch 13, flatfooted 12 Base Attack/Grapple: +4/- Attack: Incorporeal touch +5 melee (1d6) Full Attack: Incorporeal touch +5 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Psionic powers, telekinetic force Special Qualities: Assume likeness, incorporeal traits, telepathy 100 ft. Saves: Fort +2, Ref +5, Will +6 Abilities: Str -, Dex 13, Con 12, Int 15, Wis 14, Cha 15 Skills: Bluff +10*, Diplomacy +6, Disguise +10*, Intimidate +6, Listen +6, Sense Motive +6, Spot +6 Feats: Overchannel, Wild Talent Environment: Any Organization: Solitary or illumination (3-6) Challenge Rating: 5 Treasure: Half standard Alignment: Any Advancement: By character class Level Adjustment: +4 A disembodied brain composed of pure white light floats imperiously in the air. A glow of vaguely discernible, ephemeral tissue coats the brain, constantly wavering, like a flame of insubstantial energy. The unbodied are a race of former humanoids that have successfully cast off their physical bodies and now exist as pure mind. However, using its assume likeness ability, an unbodied can take any shape it desires. The most common forms in which an unbodied appears are a noble human (either male or female) dressed in dramatic fashion, a disembodied brain, or a simple globe of light. But the only real limit to an unbodied’s form is the creature’s imagination. Some unbodied go about as Large dragons, others as Small animals, and a few in nightmarish assemblages of limbs and goo. When in such physical forms, they do not give off light but mimic a solid, physical presence (though interaction usually reveals their incorporeal nature). Although their ancestors wished to move on to a higher realm, many unbodied still cling to the wants and cares of the physical world and take pleasure in many of the same sensations a physical creature would, depending on their alignment. A good unbodied enjoys helping others and upholding lofty principles, while an evil one delights in controlling events to suit its own desires. An unbodied uses telepathy to communicate with others. CombatUnbodied can cause minor disruption in the forms of creatures they touch, but most prefer to use their psionic powers to subdue those who would oppose them. Psionic Powers: An unbodied manifests powers as a 4th-level psion (telepath). The save DCs are Intelligence-based.Typical Psion Powers Known (power points 21, base save DC 12 + power level): 1st- detect psionics, empty mind, mind thrust (DC 13*), psionic charm (DC 13*); 2nd - brain lock (DC 14), cloud mind (DC 14), energy push (DC 14), read thoughts (DC 14). *Power can be augmented. Telekinetic Force (Su): An unbodied can use telekinetic force (DC 15) as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based. Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion. Hide Mind (Su): An unbodied cannot be identified as psionic by divination spells or clairsentience powers. Incorporeal Traits: An unbodied is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Skills: An unbodied has a +4 racial bonus on Bluff and Disguise checks. *When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. UNBODIED AS CHARACTERSSupreme spies, the unbodied infiltrate enemy territory, impersonate leaders, and probe enemies’ minds for thoughts and plans. Unbodied characters possess the following racial traits.
![]() Medium Humanoid (Psionic, Xeph) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+1 Attack: Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/x3) Full Attack: Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/x3) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Burst, darkvision 60 ft. Saves: Fort +3, Ref +1, Will -1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +2, Jump +2 Feats: Weapon Finesse Environment: Warm forest Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +0 This person stands about 5-1/2 feet tall. He is slender and graceful, with brown skin and dark hair. Xephs are acknowledged for their skill in feats of agility, their uncontested ability at raw speed, their matchless knowledge of movement and distance, and their capacity for humor. Male and female xephs have similar slender builds, but males are typically taller and heavier. A xeph’s hair is usually worn either short or shaved but for a single long braid. They produce fabulous objects of supple beauty for trade. Xephs speak their own language and Common. CombatXephs rely on their natural grace and psionic speed to great advantage in any combat. Burst (Su): Three times per day, a xeph can increase his or her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.The xeph warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. XEPHS AS CHARACTERSXeph characters possess the following racial traits.
The yuan-ti are snake-people legendary for their cunning and malice. They appear in three varieties: purebloods, halfbloods, and abominations. Yuan-ti are described in the Monster Manual, but yuan-ti in a psionic campaign should be adjusted from their Monster Manual versions as follows. YUAN-TI PUREBLOODMedium Monstrous Humanoid (Psionic)Special Attacks: Psi-like abilities Special Qualities: Alternate form, darkvision 60 ft., power resistance 14 CombatPureblood yuan-ti fight with human weapons. They are crafty and ruthless combatants, favoring tactics of deception and misdirection. Psi-Like Abilities: At will—detect hostile intent, psionic charm (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 13*), psionic daze (6 HD, DC 12*); 1/day—aversion (DC 13), concealing amorpha, darkness, entangling ectoplasm (Large creature*). Manifester level 3rd. The save DCs are Charisma-based. These abilities replace the pureblood’s spelllike abilities and detect poison ability. *Includes augmentation for the pureblood’s manifester level. YUAN-TI HALFBLOODMedium Monstrous Humanoid (Psionic)Special Attacks: Poison, psi-like abilities Special Qualities: Alternate form, darkvision 60 ft., power resistance 16, scent CombatHalfbloods have much more dangerous psionic abilities than purebloods. They prefer to hang back from a melee while their pureblood minions wade into the fray, softening up their opponents with psionic attacks before joining in the fight. Psi-Like Abilities: At will—chameleon, detect hostile intent, exhalation of the black dragon; 3/day—aversion (DC 16), psionic charm (all targets, DC 16*), concealing amorpha, psionic daze (9 HD, DC 14*), deeper darkness, entangling ectoplasm (Huge creatures*), mind thrust (ML 4th, 4d10, DC 15*); 1/day—body purification (3 points*), psionic suggestion (two targets, DC 15*). Manifester level 6th. The save DCs are Charisma-based. These abilities replace the halfblood’s chameleon power, produce acid, and spell-like abilities. *Includes augmentation for the halfblood’s manifester level. YUAN-TI ABOMINATIONLarge Monstrous Humanoid (Psionic)Special Attacks: Constrict 1d6+6, improved grab, poison, psi-like abilities Special Qualities: Alternate form, darkvision 60 ft., power resistance 18, scent CombatOverlords of the yuan-ti, the dreaded abominations are sinister geniuses who do not hesitate to crush their foes with the power of their minds. Psi-Like Abilities: At will—aversion (DC 19*), chameleon, psionic daze (12 HD, DC 15*), detect hostile intent, entangling ectoplasm (Colossal creatures*), exhalation of the black dragon (5d6*); 3/day—body purification (6 points*), psionic charm (all targets, 1 day/level, DC 19*), concealing amorpha, deeper darkness, mind thrust (ML 7th, 7d10, DC 18*), psionic suggestion (four targets, DC 16*); 1/day—baleful polymorph (DC 19). Manifester level 9th. The save DCs are Charisma-based. These abilities replace the abomination’s aversion, chameleon power, produce acid, and spell-like abilities. *Includes augmentation for the abomination’s manifester level. |
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