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Psionic Monsters
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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.
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.
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.
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.
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.
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.
1st-LevelA stral Construct Small Construct |
2nd-Level Astral Construct Medium Construct |
3rd-Level Astral Construct Medium Construct |
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Hit Dice: | 1d10+10 (15 hp) |
2d10+20 (31 hp) |
3d10+20 (36 hp) |
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Initiative: | +2 |
+2 |
+2 |
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Speed: | 30 ft. (6 squares) |
40 ft. (8 squares) | 40 ft. (8 squares) | ||
Armor Class: | 18 (+2 Dex, +5 natural, +1 size),
touch
13, flatfooted 16 |
18 (+2 Dex, +6 natural), touch 12, flat-footed 16 | 20 (+2 Dex, +8 natural), touch 12, flatfooted 18 | ||
Base Attack/Grapple: | +2/-1 | +3/+4 | +4/+7 |
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Attack: | Slam +3 melee (1d4+3) | Slam +4 melee (1d6+4) | Slam +7 melee (1d6+7) | ||
Full Attack: | Slam +3 melee (1d4+3) | Slam +4 melee (1d6+4) | Slam +7 melee (1d6+7) | ||
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | ||
Special Attacks: | - |
- |
- |
||
Special Qualities: | One ability from Menu A, construct traits, darkvision 60 ft., low-light vision | One ability from Menu A, construct traits, darkvision 60 ft., low-light vision | One ability from Menu A, construct traits, darkvision 60 ft., low-light vision | ||
Saves: | Fort +0, Ref +2, Will
+0 |
Fort +0, Ref +2, Will +0 | Fort +1, Ref +3, Will +1 | ||
Abilities: | Str 15, Dex 15, Con -, Int -, Wis
11, Cha
10 |
Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10 | Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10 | ||
Skills: | - |
- |
- |
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Feats: | - |
- |
- |
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Environment: | Any |
Any |
Any |
||
Organization: | Solitary |
Solitary |
Solitary |
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Challenge Rating: | 1/2 |
1 |
2 |
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Treasure: | None |
None |
None |
||
Alignment: | Always Neutral |
Always Neutral | Always Neutral | ||
Advancement: | - |
- |
- |
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Level Adjustment: | - |
- |
- |
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4th-Level Astral Construct Medium Construct |
5th-Level Astral Construct Large Construct |
6th-Level Astral Construct Large Construct |
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---|---|---|---|---|---|
Hit Dice: | 5d10+20 (47 hp) |
7d10+30 (68 hp) |
10d10+30 (85 hp) |
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Initiative: | +2 |
+1 |
+1 |
||
Speed: | 40 ft. (8 squares) | 40 ft. (8 squares) | 40 ft. (8 squares) | ||
Armor Class: | 22 (+2 Dex, +10 natural), touch 12, flatfooted 20 | 23 (+1 Dex, +13 natural, -1 size), touch 10, flat-footed 22 | 25 (+1 Dex, +15 natural, -1 size), touch 10, flat-footed 24 | ||
Base Attack/Grapple: | +5/+10 |
+7/+18 |
+9/+22 |
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Attack: | Slam +10 melee (1d6+10) | Slam +13 melee (1d8+9) | Slam +17 melee (1d8+11) | ||
Full Attack: | Slam +10 melee (1d6+10) | 2 slams +13 melee (1d8+9) | 2 slams +17 melee (1d8+11) | ||
Space/Reach: | 5 ft./5 ft. | 10 ft./10 ft. | 10 ft./10 ft. | ||
Special Attacks: | - |
- |
- |
||
Special Qualities: | One ability from Menu B, construct traits, darkvision 60 ft., low-light vision | One ability from Menu B, construct traits, damage reduction 5/magic, darkvision 60 ft., low-light vision | One ability from Menu B, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision | ||
Saves: | Fort +1, Ref +3, Will +1 | Fort +2, Ref +3, Will +2 | Fort +3, Ref +4, Will +3 | ||
Abilities: | Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10 | Str 29, Dex 13, Con -, Int -, Wis 11, Cha 10 | Str 33, Dex 13, Con -, Int -, Wis 11, Cha 10 | ||
Skills: | - |
- |
- |
||
Feats: | - |
- |
- |
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Environment: | Any |
Any |
Any |
||
Organization: | Solitary |
Solitary |
Solitary |
||
Challenge Rating: | 3 |
5 |
7 |
||
Treasure: | None |
None |
None |
||
Alignment: | Always Neutral |
Always Neutral | Always Neutral | ||
Advancement: | - |
- |
- |
||
Level Adjustment: | - |
- |
- |
|
7th-Level Astral Construct Large Construct |
8th-Level Astral Construct Large Construct |
9th-Level Astral Construct Huge Construct |
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---|---|---|---|---|---|
Hit Dice: | 13d10+30 (101 hp) |
16d10+30 (118 hp) |
19d10+40 (144 hp) |
||
Initiative: | +1 |
+1 |
+0 |
||
Speed: | 40 ft. (8 squares) | 40 ft. (8 squares) | 50 ft. (10 squares) | ||
Armor Class: | 27 (+1 Dex, +17 natural, -1 size), touch 10, flat-footed 26 | 29 (+1 Dex, +19 natural, -1 size), touch 10, flat-footed 28 | 33 (+25 natural, -2 size), touch 8, flatfooted 33 | ||
Base Attack/Grapple: | +11/+25 |
+14/+30 |
+16/+38 |
||
Attack: | Slam +20 melee (1d8+12) | Slam +25 melee (1d8+14) | Slam +28 melee (2d6+16) | ||
Full Attack: | 2 slams +20 melee (1d8+12) | 2 slams +25 melee (1d8+14) | 2 slams +28 melee (2d6+16) | ||
Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft. | 15 ft./15 ft. | ||
Special Attacks: | - |
- |
- |
||
Special Qualities: | One ability from Menu C, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision | One ability from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision | Two abilities from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision | ||
Saves: | Fort +4, Ref +5, Will +4 | Fort +5, Ref +6, Will +5 | Fort +6, Ref +6, Will +6 | ||
Abilities: | Str 35, Dex 13, Con -, Int -, Wis 11, Cha 10 | Str 39, Dex 13, Con -, Int -, Wis 11, Cha 10 | Str 43, Dex 11, Con -, Int -, Wis 11, Cha 10 | ||
Skills: | - |
- |
- |
||
Feats: | - |
- |
- |
||
Environment: | Any |
Any |
Any |
||
Organization: | Solitary |
Solitary |
Solitary |
||
Challenge Rating: | 8 |
9 |
|||
Treasure: | None |
None |
None |
||
Alignment: | Always Neutral |
Always Neutral | Always Neutral | ||
Advancement: | - |
- |
- |
||
Level Adjustment: | - |
- |
- |
Blues are a subrace of goblins with an innate knack for psionics. 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.
Blue characters possess the following racial traits.
-2 Strength, +2 Intelligence, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
Blue base land speed is 30 feet.
Darkvision out to 60 feet.
Naturally Psionic: Blues gain 1 bonus power point at 1st level.
Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Psion.
Level Adjustment: +1.
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.
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.
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.
*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).
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.
Special Attacks: Constrict 2d8+6, improved grab, poison, psi-like abilities, spells
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.
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.
*Includes augmentation for the crysmal’s manifester level.
Skills: Crysmals have a +8 racial bonus on Appraise checks and Spot checks.
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.
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.
+2 Charisma, -2 Strength, -2 Wisdom.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
Dromite base land speed is 20 feet.
+3 natural armor bonus.
Naturally Psionic: Dromites gain 1 bonus power point at 1st level.
Special Attacks (see above): Psi-like abilities.
Special Qualities (see above): Resistance to fire 5 (other dromites may have resistance to cold, electricity, or sonics instead of fire), scent.
Racial Skills: Dromites have sa +2 racial bonus on Spot checks due to their compound eyes.
Racial Feats: Dromites gain Blind-fight as a bonus feat.
Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
Favored Class: Wilder.
Level Adjustment: +1.
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.
+2 Constitution, -4 Charisma.
Medium size.
Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision out to 120 feet.
+2 racial bonus on saves against spells and spell-like effects.
Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a duergar a +2 racial
bonus on Search checks to notice unusual
stonework, such as sliding walls,
stonework, traps, new construction
(even when built to match the old),
unsafe stone surfaces, shaky stone ceilings, and the like. Something
that isn’t stone but that is disguised as stone also counts as
unusual
stonework. A gray dwarf who merely comes within 10 feet of unusual
stonework can make a Search check as if he were actively searching, and
a duergar can use the Search skill to find stonework traps as a rogue
can. A duergar can also intuit depth, sensing his approximate depth
underground as naturally as a human can sense which way is up.
Duergar have a sixth sense about stonework, an innate ability that they
get plenty of opportunity to practice and hone in their underground
homes.
Psi-Like Abilities: 1/day - expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
+1 racial bonus on attack rolls against orcs (including half-orcs) and Goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the Giant type (such as ogres, trolls, and hill Giants).
Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
Favored Class: Fighter.
Level Adjustment: +1.
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.
Elans speak Common.
Most elans are psions or psychic warriors.
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.
-2 Charisma.
Medium size.
Elan base land speed is 30 feet.
No darkvision.
Naturally Psionic: Elans gain 2 bonus power point at 1st level.
Special Qualities (see above): Repletion, resilience, resistance.
Automatic Languages: Common.
Favored Class: Psion.
Level Adjustment: +0.
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.
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.
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.
Half-giants speak Common. Many also learn giant.
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.
+2 Constitution, +2 Strength, -2 Dexterity.
Medium size.
Half-Giant base land speed is 30 feet.
Low-light vision.
Naturally Psionic: Half-Giants gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
Fire Acclimated: Half-Giants have a +2 racial bonus on saving throws against all fire spells and effects.
Powerful build (see above).
Special Attacks (see above): Psi-like abilities.
Automatic Language: Common. Bonus Language: Draconic, Giant, Gnoll, Ignan.
Favored Class: Psychic warrior.
Level Adjustment: +1.
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.
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.
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.
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.
Medium size.
Maenad base land speed is 30 feet.
Naturally Psionic: Maenads gain 2 bonus power points at 1st level.
Special Attacks (see above): Psi-like abilities.
Special Qualities (see above): Outburst.
Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin.
Favored Class: Wilder.
Level Adjustment: +0.
A mature neothelid is a gigantic worm scores of feet long and weighing tens of thousands of pounds. Although they understand Undercommon, they rarely communicate in a meaningful way.
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.
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.
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.
HD | Abilities |
---|---|
1-2 |
3/day - defensive precognition; 1/day - force screen |
3-4 |
3/day - empty mind, mind thrust |
5-6 |
1/day - body adjustment, brain lock |
7-8 |
1/day - aversion, blast |
9-10 |
3/day - intellect fortress; 1/day - psychic crush |
11-12 |
1/day - psionic dominate |
13-14 |
1/day - energy current, tower of iron will |
15-16 |
3/day - psionic teleport |
17-18 |
1/day - fission |
19-20 |
1/day - ultrablast |
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.
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 speaks the primary language of the mind that birthed it, usually Common.
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.
*With self-propulsion ability activated.
The psicrystal described here is that of a 1st-level manifester.
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.
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.
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.
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.
Puppeteers do not speak, though they can speak indirectly using a host body’s vocal cords, in whatever language the host knows (usually Common).
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.
*Includes augmentation for the flesh harrower’s manifester level.
Temporal filchers do not speak.
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.
Thought eaters do not speak.
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.
Thought slayers do not speak.
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.
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.
An unbodied uses telepathy to communicate with others.
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.
+2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. As an incorporeal creature, an unbodied has no Strength score.
Medium size.
An unbodied has a fly speed of 30 feet (good maneuverability).
Darkvision out to 60 feet.
Deflection bonus to Armor Class equal to character’s Charisma modifier (minimum +1).
Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
Special Attacks (see above): Psionic powers, telekinetic force. An unbodied who takes levels in psion (telepath) adds its racial manifesting ability and psion levels together to determine its power point reserve, manifester level, and powers known.
Special Qualities (see above): Assume likeness, incorporeal traits.
Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: An unbodied’s monstrous Humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Unbodied have a +4 racial bonus on Bluff checks 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.
Racial Feats: An unbodied’s monstrous humanoid levels give it two feats.
Favored Class: Psion (telepath).
Level Adjustment: +4.
Xephs speak their own language and Common.
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.
-2 Strength, +2 Dexterity.
Medium size.
Xeph base land speed is 30 feet.
Darkvision out to 60 feet.
Naturally Psionic: Xephs gain 1 bonus power point at 1st level.
+1 racial bonus on saving throws against powers, spells, and spell-like effects.
Special Qualities (see above): Burst.
Racial Feats: A xeph character gains feats according to his or her character class.
Automatic Languages: Xeph, Common.
Favored Class: Soulknife.
Level Adjustment: +0.