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Psionic Bestiary
Ir’LLanthaaL
KhurduzaL
Saurood • therchIaS hound
The Psionic Bestiary project began with a contest
started to find new authors interested in working on
psionic content, particularly on psionic monsters.
This bestiary is the culmination of that project.
Author:
Dean Siemsen
Artist:
Tsailanza Rayne
Layout:
Erik Nowak
editing:
Shane O’Connor
Publisher:
Jeremy Smith
Based on the original roleplaying game rules designed by Gary
Gygax and Dave Arneson and inspired by the third edition of the
game designed by Monte Cook, Jonathan Tweet, Skip Williams,
Richard Baker, and Peter Adkison.
Psionic Bestiary
requires the use of
Psionics Unleashed:
Core Psionics System,
© 2010 Dreamscarred Press.
See http://dreamscarredpress.com
for more information on
Psionics Unleashed.
Product Identity:
The following items are hereby identified as
Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are
in the public domain are not included in this declaration.)
open content:
Except for material designated as Product Identity
(see above), the game mechanics of this game product are Open
Game Content, as defined in the Open Gaming License version
1.0a Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form
without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://
paizo.com/pathfinderRPG for more information on the Pathfinder
Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC,
and are used under the Pathfinder Roleplaying Game Compatibility
License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
Psionic Bestiary
is published by Dreamscarred Press under the Open
Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.
© 2012 dreamscarred Press
Ir’llanthaal
Khurduzal
PSIonIc BeStIary
Ir’LLAnthAAL
This cetacean-like humanoid has the lower torso of a
dolphin, moving effortlessly through the water.
Ir’LLanthaaL
cr 3
cG Medium monstrous humanoid
(aquatic)
XP 800
Init
+2;
Senses
blindsight 120 ft., darkvision 60 ft.;
Perception +16
defenSe
ac
17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp
30 (4d10+8)
fort
+3,
ref
+6,
Will
+6
offenSe
Speed
10 ft., swim 60 ft.
Melee
spear +5 (1d8+1/x3), slam +0 (1d4)
Psi-Like Abilities
(ML 4th; concentration +6)
3/day—control
sound, create sound
Special attacks
powerful charge (3d4+3)
StatIStIcS
Str
13,
dex
15,
con
14,
Int
13,
Wis
14,
cha
16
Base atk
+4;
cMB
+5;
cMd
17
feats
Skill Focus (Perception, Swim)
Skills
Craft (jewelry) +8, Perception +16, Stealth +9,
Survival +9, Swim +19; Racial Modifiers +4 Perception
Languages
Aquan, Common; speak with cetaceans
(dolphins, whales)
SQ
amphibious
ecoLoGy
environment
any ocean
organization
Solitary, pair, team (5–8), or patrol (11–20
plus 1 leader of 3rd level and 1–4 dolphins)
treasure
NPC gear (spear, other treasure)
Kind and courageous, the ir’llanthaal (EAR-lan-THAWL)
are friendly ocean-dwelling nomads that often come into
conflict with the ravenous and cruel sahuagin. Much like
the dolphins they befriend, they are known to aid those
stranded at sea, especially if those unfortunates are
surrounded by sahuagin and their shark companions.
The ir’llanthaals are on good terms with most of the other
goodly aquatic races, such as merfolk and tritons.
An ir’llanthaal begins combat using its ability to control
sound or create sound (this mostly serves as a distraction)
following up with a devastating aquatic charge, finishing
up with a quick spear thrust if necessary. These creatures
are brave but not unnecessarily foolish, willing to help
those in trouble but not sacrificing themselves needlessly.
An ir’llanthaal will withdraw if reduced to half its hit
points, living to fight another day.
SPecIaL aBILItIeS
Powerful charge (ex)
An ir’llanthaal is capable of a
burst of speed underwater, charging at its opponent
and striking it with its slam attack. If the target fails a
Fortitude save (DC 14), it is dazed for 1 round. The save
DC is Constitution-based.
Speak with cetaceans (Su)
Ir’Llanthaals have a deep
affinity with dolphins and whales, and communicate
with them telepathically to a distance of 150 feet. This
communication is limited to simple concepts such as
“come here,” “defend me,” or “attack this target.”
2
dr ea MSca r r ed Pr eSS
KhurduzaL
A mass of vegetable matter, roots, and vines ponderously
moves forward on two trunk-like legs, its vines lashing and
whipping about, seeming to grab for anything that moves.
KhurduzaL (Id ShaMBLer)
cr 6
n Large plant
(psionic)
XP 3,200
Init
+0;
Senses
low-light vision; Perception +12
Aura
psychotropic (10 ft., DC 16)
increase to
its Fortitude save). These increases last for 1 minute.
New attacks that fail to penetrate its power resistance
increase the duration by 1 minute.
Psychotropic aura (Su)
An id shambler has an aura that
surrounds it, acting as a constant id insinuation effect
(able to affect up to 4 targets that the id shambler has
engulfed). For the purposes of engulfed targets, ignore
results of 01-10 and 51-70 (treating them as ‘act normally’
and ‘do nothing but babble incoherently’ respectively).
Results of 71-100 are resolved as normal (with the other
engulfed targets counting as the nearest creature(s)).
A khurduzal (CURD-oo-ZHAL) is a psionic offshoot of
shambling mound. Instead of immunity to electricity attacks
and damage, it has resistance to psionic powers and can
actually be empowered by psionic attacks that fail to penetrate
its power resistance. The khurduzal, or id shambler, is still
related to a shambling mound, and as a result, is resistant to
electricity damage, in addition to cold and fire damage. As per
shambling mounds, they typically have an 8-foot girth, stand
between 6 and 9 feet tall, and weigh close to 3,800 pounds.
Found throughout its mass are small fungal growths,
and it has been speculated that these are the cause of the
id shambler’s psychotropic aura. Mushrooms harvested
from a slain khurduzal can be used to create a powerful
hallucinogen with a successful craft (alchemy) check (DC 25).
An id shambler begins combat by slamming with its
tendril-vines and establishing a grapple, so that it can
draw its victim within its mass and engulf it, subjecting it
to its psychotropic aura. Psionic attacks can empower it,
and those that it has engulfed are subject to the effects of
powers or spells that the khurduzal has resisted.
A khurduzal does not consume those it engulfs, they
are either constricted to death, or suffer the effects of its
psychotropic aura until they escape or are freed.
defenSe
ac
20, touch 9, flat-footed 20 (+11 natural, -1 size)
hp
78 (9d8+38)
fort
+10,
ref
+3,
Will
+5
defensive abilities
plant traits;
resist
cold 10,
electricity 10, fire 10;
Pr
20
offenSe
Speed
20 ft., swim 20 ft.
Melee
2 slams +10 (1d6+4 plus grab)
Space
10 ft.;
reach
10 ft.
Special attacks
constrict (2d6+6), engulf
StatIStIcS
Str
19,
dex
10,
con
19,
Int
7,
Wis
10,
cha
11
Base atk
+6;
cMB
+11; (+15 grapple);
cMd
21
feats
Ability Focus (psychotropic aura), Alertness, Iron
Will, Psionic Body, Weapon Focus (slam)
Skills
Perception +12, Sense Motive +2, Stealth +6 (+14 in
forests or marshes), Swim +15; Racial Modifiers +4
Perception, +4 Stealth (+12 in forests or marshes)
Languages
Common, Sylvan (cannot speak)
SQ
psionic fortitude
ecoLoGy
environment
temperate forests or marshes
organization
solitary or pair
treasure
standard
SPecIaL aBILItIeS
engulf (ex)
Any medium-sized or smaller target
that the khurduzal has grappled can be drawn
into its plant-mass as a standard action. While
engulfed, the target is subject to the effects of
powers or spells that fail to overcome the
khurduzal’s power resistance. A successful
Escape Artist check or Strength check (DC 21)
and the target is no longer engulfed, but is still
grappled. A second Escape Artist check or
Strength check against the same DC frees the
target from the id shambler’s clutches.
Psionic fortitude (ex)
A psionic power that fails
to penetrate a khurduzal’s power resistance
temporarily increases its Constitution by 1 point
for every 2 power points spent on manifesting
the power. (These increases to its Constitution
score grant it temporary hit points as well as an
3
PSIonIc BeStIary
Saurood
This saurian creature resembles a triceratops in
humanoid form, dressed in simple garments and carrying
a large staff. As big as an ogre, but projecting a calm
and serene aura, despite its appearance there is a keen
intelligence behind its eyes.
Saurood
cr 8
nG Large monstrous humanoid
(psionic, reptilian)
XP 4,800
Init
+1;
Senses
darkvision 60 ft., low-light vision,
scent; Perception +17
defenSe
ac
22, touch 10, flat-footed 21 (+1 Dex, +12
natural, -1 size)
hp
105 (10d10+50)
fort
+9,
ref
+8,
Will
+12
Immune
sonic
offenSe
Speed
40 ft.
Melee
+1/+1 quarterstaff +17/+13 (1d8+10)
Space
10 ft.;
reach
10 ft.
Psi-Like Abilities
(ML 10th; concentration +13
At will—stomp (9d4 nonlethal damage, DC 18),
hammer
(5d8 damage)
Special attacks
bellow
StatIStIcS
Str
23,
dex
13,
con
19,
Int
15,
Wis
20,
cha
17
Base atk
+10;
cMB
+17;
cMd
28
feats
Great Fortitude, Greater Psionic
Endowment, Psionic Endowment, Toughness,
Weapon Focus (quarterstaff)
Skills
Autohypnosis +15, Craft (any one) +12,
Intimidate +8, Knowledge (arcana) +12,
Knowledge (psionics) +12, Perception +17,
Survival +10, Use Magic Device +13
Languages
Common, Ophiduan
ecoLoGy
environment
temperate or warm forests or plains
organization
solitary, pair, or herd (3–10)
treasure
standard (+1/+1 quarterstaff plus other items)
SPecIaL aBILItIeS
Bellow (Su)
Three times per day, but not more than once
per round, as a standard action a saurood may emit a
powerful trumpeting shout that emanates in a 30 foot
cone from the saurian humanoid. All targets within the
cone must make a Fortitude save (DC 19) or take 5d8
points of sonic damage and be deafened for 1d6 rounds.
A successful save reduces the damage by half and
negates the deafness. The save DC is Constitution-based.
Sharing an ancient kinship with the ophiduans, the
saurood (SAUR-OO-D) long ago parted ways with their
smaller kin who wished to expand their lands and
territories, whereas the calm and contemplative saurood
were content to wander the warm forests and plains, living
off the land and with the land. Elders or leaders are druids
or rangers as often as they are psions or psychic warriors.
Although passive, they are by no means cowards, and will
fight to protect their herd, allies, and selves.
If forced to fight, a saurood will begin with stomp in
the hopes that their attackers will retreat after being
shaken and battered by the assault. If a saurood must
engage in melee it will first manifest hammer (and may
use this touch attack up to 9 times (once per round) each
time it is manifested) following up with strikes from its
quarterstaff. A saurood will finish with its bellow against
the largest (and closest) group of attackers.
4
dr ea MSca r r ed Pr eSS
therchIaS hound
Attacking from concealment, this large six-legged wolf-like
canine snaps its jaws and tears at you with its claws.
therchIaS hound
cr 6
n Large magical beast
XP 2,400
Init
+7;
Senses
darkvision 60 ft., low-light vision, scent;
Perception + 8
reflective hide (ex)
The silvery, mirror-like sheen of a
therchias hound’s hide helps it remain unseen during
its hunts. It is treated as though it were invisible, and
movement does not disrupt this effect although
attacking does, rendering the therchias hound visible.
Its reflective hide, in conjunction with its ability to
manifest chameleon truly makes a therchias hound a
stealthy predator.
Fearsome hunters, whether in packs or alone, a therchias
(THIR-kai-AS) hound is a beast to be feared and respected. In
addition to being stealthy, it is also capable of deception due to
its ability to project impressions of something unknown and
unseen stalking its prey. Its powerful jaws easily rip flesh and
crush bone and often tear armor or sunder shields as well.
Typically a therchias hound initiates false sensory input
to begin its hunt, causing its victim to feel like something
is stalking it, just out of sight. It uses control light to dim
or decrease the lighting in the area and control sound to
manifest loud, threatening noises to enforce the effect of
something monstrous coming after its victim. Once it has
attacked and become visible (but after it has killed its prey),
it manifests chameleon, especially if its victim was part of a
larger group, that way it can hide and start the hunt all over
again. A hunting pack often stalks larger groups, and two or
three of the pack’s members use their psi-like abilities to herd
prey toward their pack mates.
defenSe
ac
19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp
80 (7d10+42)
fort
+10,
ref
+10,
Will
+6
defensive abilities
reflective hide
offenSe
Speed
50 ft., climb 25 ft.
Melee
bite +10 (1d8+6/19–20), 2 claws +10 (1d6+4 plus rend)
Space
10 ft.;
reach
10 ft.
Special attacks
powerful bite, rend (2 claws, 1d6+6)
Psi-Like Abilities
(ML 7th; concentration +10)
At will—chameleon (+12 enhancement bonus on Stealth
checks),
false sensory input
(2 targets, DC 16)
3/day—control
light, control sound
StatIStIcS
Str
19,
dex
17,
con
20,
Int
5,
Wis
14,
cha
16
Base atk
+7;
cMB
+12;
cMd
25
feats
Improved Initiative, Iron Will, Lightning Reflexes,
Toughness
Skills
Climb +16, Perception +8, Stealth +5 (+17 when
manifesting chameleon)
ecoLoGy
environment
temperate and warm forests
organization
solitary or pack (3–5)
treasure
incidental
SPecIaL aBILItIeS
Powerful Bite (ex)
A therchias hound’s
bite attack always applies 1-1/2 times
its Strength modifier on damage
rolls and threatens a critical hit
on a roll of 19-20. When a
therchias hound bites an object,
its bite treats the object as
having a hardness of 5 less
than the object’s actual
hardness rating.
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