Psionic Bestiary - Phrenic Hegemony
Psionic Bestiary - Phrenic Hegemony
Psionic Bestiary - Phrenic Hegemony
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Psionic Bestiary
Phrenic Hegemony
Phrenic Adept
A roughly humanoid figure stands several yards away.
Its mauve-pink tinted skin glistens and is covered with
a layer of wriggling cilia; the only clothing it wears is a
loincloth of heavy fabric. The air before it shimmers as
an ectoplasmic creature appears nearby, with a gesture it
directs the creature to attack.
Defense
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 97 (13d8+39)
Fort +6, Ref +7, Will +12
DR 10/magic; PR 20
Offense
Speed 30 ft.
Melee 2 slams +9 (1d8)
Ranged ray +13 (crystal shard)
Special Attacks summon (astral construct VII), usurp
summoning
Psi-Like Abilities (ML 13th; concentration +17/+21 defensive)
At will—crystal shard (13d6 piercing damage, ranged
touch +13), ecto protection* (+6 to DCs against dispel
psionics or similar effects, and +6 on saving throws to
resist dismiss ectoplasm, can be manifested as swift
action if used with summon ability).
3/day—ectoplasmic shambler, swarm of crystals (13d4
slashing damage).
Usurp Summoning (Su) As a standard action a chiondaru
Statistics may attempt to wrest control of any summoned
Str 11, Dex 17, Con 14, Int 16, Wis 15, Cha 18 creature (whether called by arcane, divine, or psionic
Base Atk +9; CMB +9; CMD 22 means) and have it obey the phrenic adept’s commands
Feats Ability Focus (usurp summoning), Boost Construct, as if it had summoned the creature, including attacking
Combat Manifestation, Improved Iron Will, Iron Will, the original summoner. The save DC to resist the effects
Toughness, Weapon Focus (ray) of usurp summoning is a Will save (DC 22), and the
Skills Escape Artist +19, Intimidate +20, Knowledge (arcana) summoned creature, not its summoner, must make this
+10, Knowledge (planes) +9, Knowledge (psionics) +19, save. A successful save means the original summoner
Perception +18, Spellcraft +19, Stealth +13, Survival +11 retains control over its summoned creature. The save
Languages Aklo, Common, Undercommon DC is Charisma-based.
Defense Defense
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 97 (13d8+39) hp 97 (13d8+39)
Fort +6, Ref +7, Will +12 Fort +6, Ref +7, Will +12
DR 10/magic; PR 20 DR 10/magic; PR 20
Offense Offense
Speed 30 ft.; 40 ft. focused Speed 30 ft.; 40 ft. focused
Melee 2 slams +9 (1d8+1) Melee 2 slams +9 (1d8+1)
Special Attacks precognitive schism Ranged ray +13 (energy ray)
Psi-Like Abilities (ML 13th; concentration +17/+21 defensive) Special Attacks telekinetic slam
At will—defensive precognition (+5 insight bonus to AC Psi-Like Abilities (ML 13th; concentration +17/+21 defensive)
and saving throws, or +3 but manifest as a swift At will—energy missile* (13d6, save DC 21), energy ray*
action), offensive precognition (+5 insight bonus to (13d6+2, ranged touch +13)
attack rolls, or +3 but manifest as a swift action), 3/day —energy push* (7d6, save DC 21), energy retort*
recall agony (12d6, DC 21). (9 minutes total duration, save DC 21)
3/day—offensive prescience* (augmented, +6 insight bonus 1/day—energy wave* (13d6, save DC 21)
on damage rolls, or +4 but manifest as a swift action). *A kineticist chiondaru does not need to select an energy
1/day—greater precognition (up to 13 precognitive edges). type for this power when he gains psionic focus. He may
choose the type of damage at the time the power is
Statistics manifested.
Str 11, Dex 17, Con 14, Int 16, Wis 15, Cha 18
Base Atk +9; CMB +9; CMD 22 Statistics
Feats Ability Focus (precognitive schism), Combat Str 11, Dex 17, Con 14, Int 16, Wis 15, Cha 18
Manifestation, Iron Will, Psionic Charge, Psionic Fist, Base Atk +9; CMB +9; CMD 22
Speed of Thought, Toughness Feats Ability Focus (telekinetic slam), Combat Manifestation,
Skills Escape Artist +19, Intimidate +20, Knowledge (arcana) Greater Power SpecializationIron Will, Power
+10, Knowledge (planes) +9, Knowledge (psionics) +19, Specialization, Toughness, Weapon Focus (ray)
Perception +18, Spellcraft +19, Stealth +13, Survival +11 Skills Escape Artist +19, Intimidate +20, Knowledge (arcana)
Languages Aklo, Common, Undercommon +10, Knowledge (planes) +9, Knowledge (psionics) +19,
Perception +18, Spellcraft +19, Stealth +13, Survival +11
Ecology Languages Aklo, Common, Undercommon
Environment underground or temperate plains
Organization solitary, pair, or patrol (1-2 chiondarus, Ecology
1-2 uruklaars, and 1 phrenic scourge (leader) plus 2-8 Environment underground or temperate plains
humanoid thralls). Organization solitary, pair, or patrol (1-2 chiondarus,
Treasure standard 1-2 uruklaars, and 1 phrenic scourge (leader) plus 2-8
humanoid thralls).
Special Abilities Treasure standard
Precognitive Schism (Su) With their insights into
possible outcomes and what events may happen, these Special Abilities
chiondarus have developed an attack which enables Telekinetic Slam (Su) A kineticist chiondaru is capable of
them to confound and penalize a humanoid creature. making powerful psychokinetic slams up to 30 feet
Precognitive schism is similar to the clairsentient away. If the chiondaru expends its psionic focus it may
powers defensive precognition, offensive precognition, perform a telekinetic slam up to 60 feet away. Once per
and offensive prescience but instead of granting an round, as a standard action, the chiondaru makes an
insight bonus, the chiondaru instills a -5 penalty to a attack against the target’s touch AC, a successful hit
single humanoid’s AC, attack roll, damage roll, or saving inflicts 3d6+4 points of damage. For every 5 points of
throw (phrenic adept’s choice). Once per round as a damage dealt the target is pushed back 5 feet. A Fortitude
standard action a chiondaru can cause its victim to see save (DC 22) reduces the damage by half and the target is
all of its possible futures. The victim cannot discern not pushed back. The save DC is Charisma-based.
what action it should take, suffering the penalty unless
it succeeds on a Will save (DC 22). The save DC is
Charisma-based.
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Psionic Bestiary • Phrenic Hegemony
Defense Defense
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural) AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 97 (13d8+39) hp 97 (13d8+39)
Fort +6, Ref +7, Will +12 Fort +6, Ref +7, Will +12
DR 10/magic; PR 20 DR 10/magic; PR 20
Offense Offense
Speed 30 ft.; 40 ft. focused Speed 30 ft.
Melee 2 slams +9 (1d8+2) Melee 2 slams +9 (1d8)
Special Attacks psychovampiric aura Psi-Like Abilities (ML 13th; concentration +17/+21 defensive)
Psi-Like Abilities (ML 13th; concentration +17/+21 defensive) At will—burst (land speed 70 ft.), detect teleportation
At will—hammer (7d8 damage), inertial armor (+10 (range 230 ft.), dimension swap (any size creature
armor bonus), thicken skin (+5 natural armor bonus) affected), flight
3/day—expansion (Huge size, swift action), natural 3/day—baleful teleport (13d6 damage, DC 21, ML 15th),
healing (21 points of damage healed) wrench (ranged touch +12)
1/day—form of doom (17 rounds), psychofeedback 1/day—psychoport (area familiarity considered 2 steps
(13 points, ability damage is delayed until the better)
power fades).
Statistics
Statistics Str 11, Dex 17, Con 14, Int 16, Wis 15, Cha 18
Str 11, Dex 17, Con 14, Int 16, Wis 15, Cha 18 Base Atk +9; CMB +9; CMD 22
Base Atk +9; CMB +9; CMD 22 Feats Ability Focus (baleful teleport, psychoportive
Feats Ability Focus (psychovampiric aura), Combat spear), Combat Manifestation, Improved Initiative,
Manifestation, Greater Psionic Fist, Iron Will, Psionic Iron Will, Toughness, Weapon Focus (slam)
Fist, Toughness, Weapon Focus (slam) Skills Escape Artist +19, Intimidate +20, Knowledge
Skills Escape Artist +19, Intimidate +20, Knowledge (arcana) (arcana) +10, Knowledge (planes) +9, Knowledge
+10, Knowledge (planes) +9, Knowledge (psionics) +19, (psionics) +19, Perception +18, Spellcraft +19, Stealth +13,
Perception +18, Spellcraft +19, Stealth +13, Survival +11 Survival +11
Languages Aklo, Common, Undercommon Languages Aklo, Common, Undercommon
Ecology Ecology
Environment underground or temperate plains Environment underground or temperate plains
Organization solitary, pair, or patrol (1-2 chiondarus, Organization solitary, pair, or patrol (1-2 chiondarus, 1-2
1-2 uruklaars, and 1 phrenic scourge (leader) plus 2-8 uruklaars, and 1 phrenic scourge (leader) plus 2-8
humanoid thralls). humanoid thralls).
Treasure standard Treasure standard
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Psionic Bestiary • Phrenic Hegemony
4
Dr ea msca r r ed Pr ess
Defense
AC 27, touch 9, flat-footed 27 (+6 armor, +12 natural, -1 size)
hp 142 (15d8+75); fast healing 5
Fort +11, Ref +5, Will +13
Offense
Speed 40 ft. (base), 30 ft. (with breastplate)
Melee morningstar +18/+13/+8 (2d6+10/19-20, 2d6+11/19-20
if maintaining psionic focus) or 2 slams +17 (1d8+7)
Ranged javelin +10 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks psychokinetic knockback
Psi-Like Abilities (ML 10th; concentration +13)
At will—stomp (7d4 nonlethal damage, DC 17)
3/day—inertial barrier (DR 5/-), graft weapon
1/day—expansion (Huge size, as a swift action, duration
10 minutes/level), immovability
Statistics
Str 25, Dex 11, Con 19, Int 10, Wis 15, Cha 16
Base Atk +11; CMB +19 (+21 bull rush); CMD 29
(31 vs bull rush)
Feats Great Fortitude, Improved Bull Rush, Improved
Critical (morningstar), Iron Will, Power Attack, Psionic
Weapon, Toughness, Weapon Focus (morningstar)
Skills Climb +18, Intimidate +18, Perception +17, Stealth +7 The uruklaar (OO-rook-LAHR), or phrenic dreadnaught,
(+15 in desert terrain), Survival +17 (+21 in desert terrain); is the result of careful cultivation and planned raids or
Racial Modifiers +8 Stealth in deserts, +4 Survival attacks upon half-giant tribes (and sometimes members of
in deserts the true giant races). This brutish aberration now breeds
Languages Aklo, Giant true and is the supreme warrior race among the Phrenic
Hegemony, physically powerful and psionically gifted.
Ecology
Uruklaar leaders often have levels of psychic warrior and
Environment temperate deserts or temperate plains, are imposing sights on the battlefield.
or underground
An uruklaar begins combat with expansion (as a swift
Organization solitary, gang (2-5), or patrol (1-2 chiondaru,
action) and inertial barrier to provide it a measure of
1-2 uruklaar, 1 phrenic scourge plus 2-8 humanoid thralls).
protection against its foes. It then moves within melee
Treasure standard (masterwork breastplate,
distance and strikes with its morningstar or slam attack
morningstar, other treasure)
(it is not against using its psychokinetic knockback as an
Special Abilities opening assault). If an uruklaar cannot easily close within
melee reach of its enemies, it uses stomp to good effect,
Psychokinetic Knockback (Su) A phrenic dreadnaught knocking opponents prone and battering them at the same
can perform an impressive physical attack, which is time. If it can take advantage of prone enemies attempting
psionically-charged, up to three times per day, as a to stand up, it will make an attack of opportunity to keep
standard action that does not provoke an attack of its foes down.
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Psionic Bestiary • Phrenic Hegemony
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Psionic Bestiary • Phrenic Hegemony
Phrenic Larva Swarm from negative energy) that deals at least 5 points of
damage to the victim automatically destroys all of the
A mass of wriggling, writhing black maggots covers the phrenic larva infesting it, ending the effect
ground before you, and as if sensing life or perhaps intelligent prematurely. Additionally, any effect that removes
thought, undulates forward, almost grasping for you. disease instantly ends a phrenic larva infestation.
Immunity to disease offers no defense. The save DC is
Constitution-based.
Phrenic Larva Swarm CR 4 Unnatural Vision (Ex) A phrenic larva swarm sees and
hears through its entire body of wriggling maggots, this
N Diminutive vermin (aberrant, swarm) XP 1,200
gives it a +4 racial bonus to Perception checks.
Init +5; Senses tremorsense 30 ft.; unnatural vision;
Perception +5
Although often expelled by phrenic matriarchs, or
Defense discarded by phrenic scourges when they attack, phrenic
larva swarms exist in large numbers underground, often
AC 19, touch 19, flat-footed 14 (+5 Dex, +4 size) in pools of briny fluid to keep them from drying out. It has
hp 40 (9d8) been hypothesized that these larva are the earliest forms
Fort +6, Ref +8, Will +4 of phrenic scourges. If true, it could further suggest that
Defensive Abilities swarm traits; Immune mind- the phrenic matriarch is a similarly advanced form of the
affecting effects, weapon damage; PR 15; Resist acid 10 phrenic scourge.
Offense The latter notion is discounted by many, citing the
Speed 30 ft., climb 30 ft. differences of the scourges and matriarchs as final proof,
Melee swarm (2d6 plus engulf) that while they are both phrenic creatures, they are also
Space 10 ft.; Reach 0 ft. separate monsters of a broader category.
Special Attacks distraction (DC 14)
Statistics
Str 1, Dex 20, Con 10, Int —, Wis 12, Cha 3
Base Atk +6; CMB —,; CMD —,
Skills Climb +13, Perception +5; Racial Modifiers +4
Perception; modifies Climb with Dexterity
Ecology
Environment any underground
Organization solitary, pair, or colony (3-6 swarms)
Treasure none
Special Abilities
Engulf (Ex) To use this ability, a phrenic larva swarm
must have at least one creature of Large size or smaller
in its space. A larva swarm that has a least one creature
in its space automatically begins burrowing into the
victim’s flesh, causing 2d4 points of damage per
round unless it succeeds at a DC 19 Reflex save.
This effect continues as long as the
victim remains in the swarm and
continues for 1d6 rounds after it
leaves the swarm. Any
energy-based attack
(including damage
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Psionic Bestiary • Phrenic Hegemony
9
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