NEW MONSTERS
CHAPTER 8
Combat A pseudonatural hippogriff dives at its prey and strikes with its clawed forelegs. When it cannot dive, it slashes with claws and beak. Alternate Form (Su): As a standard action, a pseudonatural hippogriff can take the form of a grotesque, tentacled mass (though this alien appearance has no effect on the creature’s abilities). Other creatures receive a –1 morale penalty on their attack rolls against the creature when it is in this alternate form. True Strike (Su): Once per day, a pseudonatural hippogriff can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. Skills: Hippogriffs have a +4 racial bonus on Spot checks.
CREATING A PSEUDONATURAL CREATURE “Pseudonatural” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). A pseudonatural creature uses all the base creature’s statistics and abilities except as noted here. Even though the creature’s type changes, do not recalculate Hit Dice, base attack bonus, or skill points. Size and Type: The creature’s type changes to outsider. Size is unchanged. Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following attack. True Strike (Su): Once per day, a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack. Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following special qualities. Resistance (Ex): A pseudonatural creature has resistance to acid and electricity based on the base creature’s Hit Dice (see the table below). Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base creature’s Hit Dice (see the table below).
Hit Dice 1–3 4–7 8–11 12 or more
162
Acid, Electricity Resistance 5 5 10 15
Damage Reduction — 5/magic 5/magic 10/magic
Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a –1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.
Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base creature’s HD (maximum 25). Abilities: Same as the base creature, but Intelligence is at least 3. Environment: Any land and underground. Challenge Rating: Up to 3 HD, as base creature; 4 HD to 11 HD, as base creature +1; 12 or more HD, as base creature +2.
PSURLON Psurlons are wormlike creatures with formidable mental powers. They dwell in the deep desert and pose a considerable threat to passing travelers or nearby settlements. Psurlons detest humanoids of any sort, and go to considerable lengths to kill or drive off any they come across. From time to time, they seek to foment trouble by manipulating leaders, dealing with evil folk who are willing to accommodate the psurlons’ wishes in exchange for psurlon assistance, or duping weak-minded creatures such as goblinoids or gnolls into fighting for them. A psurlon has a long, tubular, pink body divided into subtle rings or segments, just like an earthworm’s body. It also has two arms and two legs, also segmented. The psurlon’s head is little more than a blunt end to its tubular body. Its only facial feature is a large, circular mouth filled with gnashing teeth. It has visual organs (for darkvision) spaced evenly around the head. The typical psurlon wears a decorative or utilitarian belt fitted with straps and hooks to carry items, but no other clothing or armor. Psurlons are clever, malicious, and deceitful. While their psionic powers are telekinetic in nature and offer little ability to directly control an enemy’s mind, they are skillful liars that inveigle the unwary. They always seek to misinform and mislead their enemies, and delight in arranging for their foes to fight one another. Psurlons choose to live solitary lives, but sometimes form small communities called clusters. The most powerful elder in a psurlon cluster leads the group, although elders are frequently replaced by younger, more ambitious psurlons when their plans go awry. Psurlons can speak Undercommon but rarely do so. Instead, they rely on their natural telepathic powers.
COMBAT Psurlons never use melee weapons. They can fight with their bare claws and teeth, but they are not particularly formidable in melee combat. Instead, they attack with their psionic powers, battering foes with telekinetic blasts or immobilizing them with mental energy. Blindsight (Ex): A psurlon can ascertain its surroundings by sensing sound, scent, heat, and vibration. This ability enables it to discern objects and creatures within 60 feet. The psurlon does not need to make Spot or Listen checks to notice creatures within range of its blindsight.