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PSIONIC CREATURES


Psionic Creature Template

“Psionic” is a template that can be added to any creature that does not already possess a psionic template (referred to hereafter as the “base creature”).
A psionic creature uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A psionic creature retains all the special attacks of the base creature and also gains the following, according to the base creature’s Hit Dice.
Psionic Powers (Sp): A psionic creature possesses the indicated number of psionic powers (see Table: The Psionic Template, below), which it can manifest at will. The power’s level can be no more than the creature’s Hit Dice + 2. Psionic creatures freely manifest their powers but do not need a minimum score in the key ability for a given discipline. They otherwise follow the standard rules for manifesting.
Psionic Attack/Defense Modes (Sp): A psionic creature possesses the indicated number of attack and defense modes from the five of each available (see Table: The Psionic Template, below). The creature does not pay power points to activate a psionic attack or defense mode but freely manifests it. Psionic creatures otherwise follow all the rules for psionic combat.
Power Resistance (Ex): A psionic creature may have power resistance (PR) as noted for its HD (see Table: The Psionic Template, below). Power resistance and spell resistance are equally effective against both magic and psionics.
Variant: Psionic creatures freely manifest each of their known powers and combat modes 3/day. Creatures may swap out usages of combat modes they know. Always use this variant for characters who play psionic monsters.

Special Qualities: A psionic creature retains all the special qualities of the base creature and also gains telepathy.
Telepathy (Su): The creature can communicate telepathically with any creature within 100 feet that has a language.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating:
Up to 3 HD, as base creature +1.
4–7 HD, as base creature +2.
8–15 HD, as base creature +3.
16+ HD, as base creature +4.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Special Note: Creatures with more than one head usually possess the psionic powers of just one creature, not many.
Table: The Psionic Template
Hit Psionic Attack Defense Power
Dice Powers* Modes** Modes** Resistance††
---- ------- ------- ------- ------------
1–3 1 1† 1 —
4–7 3 2† 2 —
8–12 6 3† 3 —
13–15 9 4† All 15
16+ 13 All All 25
*-Unique psionic creatures possess the number of powers noted in their entry when it differs from this value. Unique psionic creatures may also ignore normal restrictions to a known power’s level (see below).
**-Psionic creatures do gain psionic attack and defense modes as noted here, even though their entry does not mention these.
†-Creatures of less than 15 HD never have mind blast unless the power is already in their entry, or they are related to creatures that have mind blast in their entry.
††-Psionic creatures have power resistance (PR) equal to their spell resistance (SR), if any. Those without spell resistance never gain power resistance, even if they have 13 or more Hit Dice.

UNDEAD PSIONIC CREATURES

Undead psionic creatures are rare. They can use psionic attack modes, but must also learn defense modes, since undead take ability damage from psionic attack modes.
An undead creature can use Psychokinesis powers, but it substitutes its Charisma ability score as the key modifier with these powers. An undead creature cannot use Psychometabolism powers, since it has no metabolism.
Undead are immune to mind-influencing effects, however psionic undead beings can still use mind-influencing powers on the living.

PSIONIC CREATURE DESCRIPTIONS

Astral Construct
An astral construct’s Hit Dice are determined by the level of the power used to create it. However, astral constructs of given HD can vary somewhat from one another, depending on the whims of their creators.

1st-Level Astral Construct
Small Construct
Hit Dice: 1d10 (5 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+1 size, +2 Dex, +1 natural)
Attacks: Slam +2 melee
Damage: Slam 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: 1 ability from Menu A
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 13, Dex 15, Con —, Int —, Wis 12, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —


2nd-Level Astral Construct
Medium-Size Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: 2 abilities from Menu A
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 13, Dex 15, Con —, Int —, Wis 12, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —

3rd-Level Astral Construct
Medium-Size Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 16 (+2 Dex, +4 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: 3 abilities from Menu A
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 17, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —

4th-Level Astral Construct
Large Construct
Hit Dice: 5d10 (27 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 16 (–1 size, +2 Dex, +5 natural)
Attacks: Slam +9 melee
Damage: Slam 1d8+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 1 ability from Menu B
Special Qualities: Damage reduction 5/+1
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 25, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —


5th-Level Astral Construct
Large Construct
Hit Dice: 7d10 (38 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 17 (–1 size, +2 Dex, +6 natural)
Attacks: Slam +13 melee
Damage: Slam 1d8+13
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 2 abilities from Menu B
Special Qualities: Damage reduction 5/+1
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 29, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: —

6th-Level Astral Construct
Large Construct
Hit Dice: 10d10 (55 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 18 (–1 size, +2 Dex, +7 natural)
Attacks: Slam +15/+10 melee
Damage: Slam 1d8+13
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 3 abilities from Menu B
Special Qualities: Damage reduction 5/+2
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 29, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: —


7th-Level Astral Construct
Large Construct
Hit Dice: 13d10 (71 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 19 (–1 size, +2 Dex, +8 natural)
Attacks: Slam +18/+13 melee
Damage: Slam 1d8+15
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 1 ability from Menu C
Special Qualities: Damage reduction 10/+3
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 31, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: —

8th-Level Astral Construct
Large Construct
Hit Dice: 16d10 (88 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 20 (–1 size, +2 Dex, +9 natural)
Attacks: Slam +23/+18/+13 melee
Damage: Slam 1d8+18
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 2 abilities from Menu C
Special Qualities: Damage reduction 10/+3
Saves: Fort +5, Ref +7, Will +7
Abilities: Str 35, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: —

9th-Level Astral Construct
Huge Construct
Hit Dice: 19d10 (104 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 20 (–2 size, +2 Dex, +10 natural)
Attacks: Slam +25/+20/+15 melee
Damage: Slam 2d6+19
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: 3 abilities from Menu C
Special Qualities: Damage reduction 10/+3
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 37, Dex 15, Con —, Int —, Wis 15, Cha 6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: —

Creating an Astral Construct
When manifesting an astral construct power, the manifester assembles the desired creature from a menu of choices as specified in the construct’s statistics block. A manifester can always substitute two abilities on a lesser menu for one choice on the next higher menu. Astral constructs generally appear as animate clumps of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt them according to his or her whim within the limits imposed by the creature’s size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check with the appropriate DC set by the Dungeon Master.
Construct: Constructs usually have no Intelligence scores and never have Constitution scores. A construct is immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects.
Constructs cannot heal damage, though they can be healed. They can be repaired in the same way an object can.
A construct is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Since it was never alive, a construct cannot be raised or resurrected. Constructs do not require air.

Astral Construct Menu A
Additional Attack: One additional attack at highest attack bonus; both attacks –2 to attack roll.
Armor (Ex): +1 deflection bonus to AC.
Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average).
Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks.
Sprint (Ex): Once per hour, the construct can take a charge action to move 10 times normal speed.
Swim: Construct becomes streamlined and sharklike. Speed 60 ft.
Trample (Ex): As a standard action during its turn each round, the construct can run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d4 + Strength modifier.
Trip (Ex): If the construct hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.

Astral Construct Menu B
(Any choice from this menu may be replaced with two choices on Menu A.)
Buff (Ex): Construct gains 3d10 temporary hit points (multiple selections do not stack).
Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this (see entry below).
Heavy Armor (Ex): +4 deflection bonus to AC.
Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. If it gets a hold, it can squeeze (must have the squeeze ability; see entry below).
Smack Down (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD.
Squeeze (Ex): A construct that gets a hold can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength modifier. If it charges an opponent on the first round of combat, it can also squeeze (must also have the charge ability; see entry above).

Astral Construct Menu C
(Any choice from this menu may be replaced with two choices on Menu B.)
Concussion (Sp): Manifest concussion as a free action (once per round).
Cone of Sound (Sp): Manifest cone of sound as a standard action.
Dimension Slide (Sp): Manifest dimension slide as a move-equivalent action.
Extra Buff (Ex): Construct gains 10d10 temporary hit points (multiple selections do not stack).
Gore (Ex): Construct has horns and gains one additional gore attack with an attack bonus equal to slam attack bonus +15, dealing damage of 1d8 + Strength modifier.
Invisibility (Sp): Manifest invisibility (self only) as a standard action.
See Invisibility (Su): Can see invisibility (as the power) at all times.
Superheavy Armor (Ex): +7 deflection bonus to AC.

Blue
Small Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (+1 size, +4 Inertial Armor)
Attacks: Halfspear +0 melee; or javelin +1 ranged
Damage: Halfspear 1d6–1; or javelin 1d6–1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., psionics
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 8, Dex 11, Con 11, Int 12, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Move Silently +5, Spot +4
Feats: Inertial Armor
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary, patrol (1–2 blues and 4–8 goblins), task force (2–4 4th-level blue psions and 4–8 3rd-level goblin warriors), or as part of goblin organization (1 4th-level blue psion per 20 goblin adults)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class (usually psion)
Blues speak Goblin and Common.

Combat
Psionics (Sp): At will—charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion.
Attack/Defense Modes (Sp): At will—ego whip, mind thrust/empty mind, mental barrier.
Skills: Blues gain a +4 racial bonus on Move Silently checks.

Brain Mole
Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 10 ft.
AC: 16 (+4 size, +2 Dex)
Attacks: Bite +0 melee
Damage: Bite 1d2–4
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Psionics
Special Qualities: Psionics
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +15*, Listen +4, Move Silently +5, Spot +6
Climate/Terrain: Temperate and warm desert, forest, hill, plains, and underground
Organization: Nest (3–6)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —

Combat
Psionics (Sp): At will—burst, detect psionics, and distract. These abilities are as the powers manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will—mind thrust/”empty mind.
Disease (Ex): Cascade flu—bite; Fortitude save (DC 13), incubation period one day, damage psionic cascade. Every time the afflicted character manifests a power, she must make a Concentration check (DC 16). On a failed check, a psionic cascade is triggered (see Psionic Disease in Chapter 4: Psionics).
Skills: *A brain mole receives a +10 cover bonus on Hide checks when in its burrow.

Caller In Darkness
Large Undead (Incorporeal)
Hit Dice: 11d12 (71 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 14 (–1 size, +3 Dex, +2 deflection)
Attacks: 4 incorporeal touches +7 melee
Damage: Incorporeal touch 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Steal essence, psionics
Special Qualities: Undead, incorporeal, +2 turn resistance, psionics, unnatural aura, daylight powerlessness
Saves: Fort +3, Ref +6, Will +9
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha_15
Skills: Hide +13, Intimidate +12, Intuit Direction +6, Listen +12, Search +12, Sense Motive +8, Spot +12
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Mental Adversary
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 12–18 HD (Huge); 19–26 HD (Gargantuan)

Combat
Steal Essence (Su): Any intelligent creature slain by a caller in darkness is mentally absorbed into the monster’s consciousness within 1d4 rounds (the physical body of the victim remains intact). A caller can also absorb the essence of a creature whose ability score in any mental attribute (Int, Wis, or Cha) it has reduced to 0 through psionic combat; it need not first eliminate the downed creature’s Constitution. Stealing a being’s essence grants the caller 12 temporary hit points.
Psionics (Sp): At will—clairaudience/clairvoyance, detect psionics, fatal attraction, mass concussion, and suggestion. These abilities are as the powers manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At will—all/all.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage (except by psionic combat), energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better psionic weapons, or psionics, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a caller in darkness at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Callers in darkness are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A caller caught in sunlight cannot attack and can take only partial actions.

Cerebelith
Demon
Large Outsider (Chaotic, Evil)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 27 (–1 size, +1 Dex, +17 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Psionics, spell-like abilities, summon demon
Special Qualities: Damage reduction 20/+2, PR 23, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, half damage
Saves: Fort +10, Ref +7, Will +10
Abilities: Str 19, Dex 13, Con 19, Int 15, Wis 18, Cha 14
Skills: Concentration +16, Hide +9, Listen +24, Move Silently +13, Psicraft +14, Search +14, Sense Motive +10, Spot +24
Feats: Mind Trap, Psychic Bastion, Quicken Power
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2–4)
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10–13 HD (Large); 14–27 HD (Huge)
Cerebriliths speak Abyssal, Celestial, and Common.
Combat
Psionics (Sp): At will—brain lock, combat precognition, control flame, detect psionics, mass domination, mind probe, teleport without error (self plus 50 pounds of objects only), and whitefire; 3/day—ectoplasmic form. These abilities are as the powers manifested by a 13th-level psion.
Attack/Defense Modes (Sp): At will—all/all.
Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, dispel good, magic circle against good, summon swarm, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level).
Summon Demon (Sp): Once per day a cerebrilith can attempt to summon 3d10 dretches or another cerebrilith with a 35% chance of success. On a failure, no creatures answer the summons. Summoned demons automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour.
Telepathy (Su): Cerebriliths can communicate telepathically with any creature within 100 feet that has a language.
Half Damage (Ex): Any nonmagical attack against a cerebrilith, including hits from psionic weapons, deals only half damage. This effect does not stack with the creature’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.
Skills: Cerebriliths receive a +8 racial bonus on Listen and Spot checks.

Crysmal
Small Elemental (Earth)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 21 (+1 size, +2 Dex, +8 natural)
Attacks: Sting +7 melee
Damage: Sting 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Damage reduction 15/+1, elemental, psionics, electricity resistance 15, fire and cold immunity
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 10
Skills: Appraise +8, Climb +11, Jump +11, Spot +6
Feats: Alertness, Skill Focus (Appraise)
Climate/Terrain: Any underground
Organization: Solitary or facet (2–5)
Challenge Rating: 3
Treasure: Double goods (gems only)
Alignment: Any lawful
Advancement: 7–9 HD (Medium-size); 10–13 HD (Large)
Crysmals understand Terran but do not speak.

Combat
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Psionics (Sp): At will—control object, control sound, create sound, detect psionics, and phase door. These abilities are as the powers manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At will—ego whip, mind thrust/empty mind.
Skills: Crysmals receive a +8 racial bonus on Appraise checks when examining gems.
Feats: Crysmals gain Skill Focus (Appraise) as a bonus feat.

Fologub
Medium-Size Aberration
Hit Dice: 4d8+12 (30 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 18 (+3 Dex, +5 natural)
Attacks: Tongue touch +3 melee, bite –2 melee
Damage: Tongue touch liquefy, bite 2d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Liquefy
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 10, Dex 17, Con 17, Int 2, Wis 13, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness
Climate/Terrain: Any underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5–6 HD (Medium-size); 7–14 HD (Large)

Combat
Liquefy (Ex): A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning from solid to liquid and becoming immediately worthless. The size of the object is immaterial—a crystal statue liquefies as quickly as a diamond in a ring. Crystalline psionic armor and weapons, and other psionic items composed of crystal, must succeed at a Reflex save (DC 20) or be liquefied. Attacks against objects in the possession of others draw attacks of opportunity.
A crystalline weapon that deals damage to a folugub also liquefies immediately.
Feats: Fologubs gain Alertness as a bonus feat.

Intellect Devourer
Small Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 17 (+1 size, +4 Dex, +2 natural)
Attacks: 4 claws +6 melee
Damage: Claw 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Damage reduction 20/+3, electricity resistance 15, fire immunity, psionics, body-thief, protection from evil vulnerability
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 13, Dex 19, Con 15, Int 12, Wis 12, Cha 10
Skills: Climb +10, Jump +9, Listen +8, Perform (act) +8*, Spot +9
Feats: Alertness, Skill Focus (Perform)
Climate/Terrain: Temperate and warm hill, mountains, and underground
Organization: Solitary or pod (2–4)
Challenge Rating: 6
Treasure: 1/2 coins; double goods; standard items
Alignment: Often chaotic evil
Advancement: 7–8 HD (Medium-size); 9–12 HD (Large)
Intellect devourers understand Common but must be in possession of a body to speak. An intellect devourer in a body also knows the languages known by that most recent victim.

Combat
Psionics (Sp): At will—compression, domination, invisibility, lesser body adjustment, painful touch, and schism. These abilities are as the powers manifested by a 16th-level psion.
Attack/Defense Modes (Sp): At will—ego whip, id insinuation/empty mind, intellect fortress, thought shield.
Body-Thief (Sp): When an intellect devourer overcomes a lone victim, it consumes the brain and enters the skull (compacting itself if necessary with compression). Once in place, it organically animates the body as if it were the original brain and can use all its psionic powers on the possessed body as if its own. The body is a bit stiff, but as long as the victim was not truly dead (hit points reduced to –10), the intellect devourer controls it completely. The theft lasts a maximum of seven days, after which time the intellect devourer must burrow out and seek more nourishment.
A possessed body’s ability scores become those of its controlling intellect devourer, although its AC is unchanged. It has a maximum of 6 hit points (even when fully healed) and a base attack bonus of +4. The intellect devourer cannot use any of the victim’s former special abilities, if any.
Protection from Evil Vulnerability (Ex): An intellect devourer is treated as a summoned creature for purposes of a protection from evil spell.
Skills: *When it consumes a brain, the intellect devourer absorbs some of the victim’s memories, gaining a +5 competence bonus on Perform (act) checks when trying to pass off the possessed body as the original.

Neothelid
Gargantuan Aberration
Hit Dice: 25d8+200 (312 hp)
Initiative: +2 (–2 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 19 (–4 size, –2 Dex, +15 natural)
Attacks: 4 tentacle rakes +24 melee
Damage: Tentacle rake 2d6+10
Face/Reach: 30 ft. by 30 ft. (coiled)/25 ft.
Special Attacks: Breath weapon, improved grab, swallow whole, psionics
Special Qualities: Psionics, blindsight, damage reduction 15/+2, power resistance 25
Saves: Fort +16, Ref +6, Will +16
Abilities: Str 30, Dex 7, Con 27, Int 16, Wis 15, Cha 9
Skills: Climb +26, Knowledge (psionics) +21, Listen +20
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Psychic Bastion
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always lawful evil
Advancement: 26–45 HD (Colossal)
Although they understand Undercommon, they rarely communicate in a meaningful way.

Combat
Breath Weapon (Su): Cone of acid 50 feet long, once every 1d4 rounds; damage 14d10, Reflex half DC 30.
Psionics (Sp): At will—body equilibrium, charm monster, clairaudience/clairvoyance, detect thoughts, levitate, suggestion, teleport, and true telekinesis. These abilities are as the powers manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At will—all/all.
Improved Grab (Ex): To use this ability, the neothelid must hit a creature with two tentacles during the same attack. If it gets a hold, it automatically deals tentacle damage and can attempt to swallow the foe.
Swallow Whole (Ex): A neothelid can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d8 points of acid damage per round from the neothelid’s flesh-dissolving secretions. A swallowed creature can climb out with a successful grapple check. This places the escapee in the neothelid’s tentacled maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the stomach (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The neothelid’s interior can hold one Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
Blindsight (Ex): The neothelid can ascertain creatures by nonvisual means within 500 feet. Beyond that range, they treat all targets as having total concealment.

Phthisic
Large Monstrous Humanoid
Hit Dice: 6d8+30 (57 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 18 (–1 size, +1 Dex, +8 natural)
Attacks: 2 claws +11 melee, bite +6 melee
Damage: Claw 1d6+6, bite 1d6+3 and mind feed (see text)
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Mind feed
Special Qualities: Damage reduction 10/+1, cold resistance 20, psionics, regeneration 5, scent, darkvision 90 ft.
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 23, Dex 12, Con 21, Int 10, Wis 16, Cha 6
Skills: Listen +14, Move Silently +3, Search +8, Spot +14
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2–4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Phthisics speak Common.

Combat
Mind Feed (Ex): A phthisic that hits with its bite attack deals 1d4 points of temporary Intelligence damage. If this reduces the opponent’s Intelligence score to 0, the damage becomes permanent.
Regeneration (Ex): Fire and acid deal normal damage to a phthisic.
Psionics (Sp): At will—brain lock, dimension slide, and skate. These abilities are as the powers manifested by a 15th-level psion.
Attack/Defense Modes (Sp): At will—ego whip, id insinuation/mental barrier, thought shield.

Psion-Killer
Large Construct
Hit Dice: 15d10 (82 hp)
Initiative: +0
Speed: 20 ft. (can’t run)
AC: 27 (–1 size, +18 natural)
Attacks: 2 slams +20 melee
Damage: Slam 2d10+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Negate psionics
Special Qualities: Construct, psionics immunity, damage reduction 30/+2
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 31, Dex 10, Con —, Int —, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2–4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 16–21 HD (Large); 22–42 (Huge)

Combat
A psion-killer’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the psion-killer usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Psionic Immunity (Ex): Psion-killers completely resist psionic effects, including psionic attack modes.
Negate Psionics (Su): A psion-killer can use negate psionics as a free action once per round. The effect is as an area negation in a 30-foot-radius burst. Otherwise this power is as manifested by an 18-th level manifester.

Construction
A psion-killer’s body is constructed from massive blocks of crystal, with a total weight of at least 4,000 pounds.
The golem costs 90,000 gp to create, which includes 10,000 gp for the body. Assembling the body requires a successful Craft (sculpting) or Profession (masonry) check (DC 17).
The creator must be 18th level and able to manifest psionic powers. Completing the construction drains 1,600 XP from the creator and requires emulate power, matter manipulation, negate psionics, and psychic chirurgery.

Puppeteer
Fine Vermin
Hit Dice: 1/16 d8 (1 hp)
Initiative: +4 (Dex)
Speed: 5 ft.
AC: 22 (+8 size, +4 Dex)
Attacks: Bite +3 melee
Damage: Bite 1d2–5
Face/Reach: 1/2 ft. by 1/2 ft./0 ft.
Special Attacks: Psionics, thrall
Special Qualities: Blindsight, psionics, host protection
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 1, Dex 19, Con 11, Int 18, Wis 16, Cha 14
Skills: Hide +24, Listen +7, Spot +7
Feats: Psychic Bastion
Climate/Terrain: Any land and underground
Organization: Solitary or pack (2–8)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful evil
Advancement: —

Combat
Psionics (Sp): At will—brain lock, glide, and lesser domination. These abilities are as the powers manifested by a 16th-level psion.
Attack/Defense Modes (Sp): At will—ego whip/”mental barrier.
Thrall (Sp): If a puppeteer successfully dominates a victim seven times, the final effect is permanent, bonding the host to the puppeteer as thrall manifested by an 18th-level psion.
Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet.
Host Protection (Ex): An attached puppeteer uses its host’s base saving throw bonuses if they’re better than its own. Furthermore, only psionic powers, spells, and effects that specify the host’s type can affect the puppeteer.
Feats: Puppeteers gain Psychic Bastion as a bonus feat.

Temporal Filtcher
Large Aberration
Hit Dice: 8d8+16 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 15 (–1 size, +3 Dex, +3 natural)
Attacks: 4 claws +6 melee, bite +1 melee
Damage: Claw 1d6+1, bite 2d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Psionics, time filch
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 10
Skills: Listen +10, Move Silently +8, Spot +10, Tumble +10
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually evil (any)
Advancement: 9–15 HD_(Large)
Temporal filchers do not speak.

Combat
Psionics (Sp): At will—chameleon, dimension door, and distract. These abilities are as the powers manifested by a 15th-level psion.
Attack/Defense Modes (Sp): At will—id insinuation/ intellect fortress, mental barrier.
Time Filch (Su): If a temporal filcher hits a Large or smaller creature with two or more claw attacks, it latches onto the opponent’s body and shifts forward in time 7 minutes as a free action. To observers, the filcher and its prey disappear, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and prey, no time passes at all. If conditions in the location have changed in the meantime, the victim must succeed at a Wisdom check (DC 15) or lose a round of action from disorientation. The ability is otherwise identical to time hop manifested by a 15th-level psion.
Feats: Temporal filchers gain Improved Initiative as a bonus feat.

Thought Eater
Small Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 17 (+1 size, +4 Dex, +2 natural)
Attacks: Touch +4 melee
Damage: Touch eat thoughts (see text)
Face/Reach: 5_ft. by 5 ft./5 ft.
Special Attacks: Eat thoughts
Special Qualities: Ethereal jaunt, psionics
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 10
Skills: Hide +14, Listen +7, Spot_+7
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or group (1–3)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4–6 HD (Small)
Thought eaters do not speak.

Combat
A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continue the fight.
Eat Thoughts (Su): A thought eater can drain power points with a successful melee touch attack. This ability resembles the psychic vampire power but drains 6 power points from the victim. Against a nonpsionic creature, this touch attack deals 1 point of temporary Intelligence damage, which provides nourishment equivalent to 6 power points.
A thought eater requires 10 power points per day to survive but will gorge itself on weak prey.
Ethereal Jaunt (Su): A thought eater can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. The ability is otherwise identical to ethereal jaunt manifested by a 15th-level psion.
Psionics (Sp): At will—detect psionics, distract, inkling, and know direction. These abilities are as the powers manifested by a 15th-level psion.
Attack/Defense Modes (Sp): At        will—none/thought shield.
Feats: Thought eaters gain Improved Initiative as a bonus feat.

Udoroot
Huge Plant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 0 ft.
AC: 14 (–2 size, +6 natural)
Attacks: —
Damage: —
Face/Reach: See text
Special Attacks: Psionics
Special Qualities: Electricity immunity, cold and fire resistance 20, blindsight, psionics
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 3, Dex 10, Con 16, Int —, Wis 13, Cha 9
Climate/Terrain: Temperate and warm forest and underground
Organization: Solitary or patch (2–4)
Challenge Rating: 5
Treasure: 1/5 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 7–16 HD (Huge); 17–20 HD (Gargantuan)

Combat
Udoroot crowns grow in a circular pattern, creating a rough circle some 20 feet in diameter. Each crown acts as a separate creature for purposes of combat, allowing the plant to psionically attack up to six times per round. Once a victim is overcome, the udoroot telekinetically drags the body into the circle (if not already there) to nourish the main plant below.
An udoroot can only be killed if its root is dug up or exposed, then burned, hacked apart, or otherwise totally destroyed. Severing or psionically disabling all six crowns puts the plant out of commission, allowing excavation of the root. To sever a crown, an opponent must penetrate the woody bark of the stalk (hardness 5) and deal 7 or more points of damage. A severed crown dies and can no longer be used to attack, but the udoroot suffers no other penalties. As long as the root system remains intact, the crown regrows in about a month. It is also possible to overcome a crown in psionic combat by reducing any one attribute score to 0; this does not harm the main root or any other crowns, which must be attacked separately.
Blindsight (Ex): Udoroots can ascertain all foes by nonvisual means within 30 feet.
Psionics (Sp): At will—astral construct II, biocurrent, false sensory input, lesser body adjustment, and telekinesis. These abilities are as the powers manifested by a 15th-level psion.
Attack/Defense Modes (Sp): At will—id insinuation, mind thrust/mental barrier, thought shield.