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Psurlon

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Combat

A pseudonatural hippogriff dives at its prey and strikes with its clawed forelegs. When it cannot dive, it slashes with claws and beak.

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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 PSEUDONATUR AL 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).

Acid, Electricity Hit Dice Resistance Damage Reduction 1–3 5 — 4 –7 5 5/magic 8–11 10 5/magic 12 or more 15 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.

Env ironment: A ny 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.

PSUR LON

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 fi ghting 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 fi lled with gnashing teeth. It has visual organs (for darkvision) spaced evenly around the head. The typical psurlon wears a decorative or utilitarian belt fi tted 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 fi ght 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 fi ght 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.

Immunities (Ex): Psurlons are immune to sleep, charm, and compulsion effects.

Telepathy (Su): A psurlon can communicate telepathically with any creature within 250 feet that has a language.

Skills: Psurlons gain a +4 racial bonus on Escape Artist checks due to their soft and fl exible bodies.

PSURLON VARIETIES

Psurlons come in three different varieties: average psurlons, elder psurlons, and giant psurlons. Most average psurlons advance by Hit Dice until they reach 12 Hit Dice, at which point they become elder psurlons and gain additional mental powers. Elder psurlons advance by class, and most eventually take levels in psion, sorcerer, or wizard. A small number of psurlons that reach 12 Hit Dice fail to manifest the advanced mental powers of an elder psurlon. Instead, they continue to grow physically larger and more powerful. Giant psurlons gain few new mental abilities, but they are dangerous opponents in physical combat.

AVER AGE PSURLON

Medium Aberration Hit Dice: 7d8+7 (38 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 16 (+2 Dex, +4 mage armor), touch 16, fl atfooted 14 Base Attack/Grapple: +5/+6 Attack: Claw +6 melee (1d4+1) Full Attack: 2 claws +6 melee (1d4+1) and bite +4 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Psionics Special Qualities: Blindsight 60 ft., damage reduction 10/magic, darkvision 120 ft., immunities, spell resistance 14, telepathy 250 ft. Saves: Fort +3, Ref +4, Will +6 Abilities: Str 13, Dex 14, Con 12, Int 18, Wis 13, Cha 17 Skills: Bluff +13, Concentration +11 (+15 casting defensively),

Diplomacy +7, Disguise +3 (+5 acting in character), Escape

Artist +11, Heal +6, Intimidate +5, Knowledge (arcana) +9,

Knowledge (dungeoneering) +9, Listen +11, Sense Motive +6, Spellcraft +11, Use Rope +2 (+4 bindings) Feats: Combat Casting, Improved Initiative, Multiattack Environment: Warm desert Organization: Solitary, pair, team (3–6 plus 1 elder psurlon), cluster (8–14 plus 1 elder psurlon), or strike team (3–6 plus 1 elder psurlon and 1 giant psurlon) Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral evil Advancement: 8–11 HD (Medium) Level Adjustment: +4

This creature resembles a bipedal, man-sized earthworm, with a pink tubular body and a blunt, circular maw for a head. Its arms and legs are long and fl exible. Small, dark eye-dots ring its mouth.

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PSIONIC PSURLONS

If you use the Expanded Psionics Handbook in your game, alter the psurlon varieties as follows.

Average Psurlon Medium Aberration (Psionic) Special Attacks: Psi-like abilities Skills: Bluff +13, Concentration +11 (+15 manifesting defensively), Diplomacy +7, Disguise +3 (+5 acting in character), Escape Artist +11, Heal +6, Intimidate +5, Knowledge (dungeoneering) +9, Knowledge (psionics) +9, Listen +11, Psicraft +11, Sense Motive +6, Use Rope +2 (+4 bindings) Feats: Combat Manifestation, Improved Initiative, Multiattack

Psi-Like Abilities: At will—concussion blast (3d6), inertial armor, read thoughts (DC 15), 3/day—brain lock (all types, DC 15), cloud mind (DC 15), energy bolt (7d6, DC 17); 1/day—psionic dimension door, telekinetic maneuver (+11 check modifier), telekinetic thrust (300 lb., DC 16). Manifester level 7th. The save DCs are Charisma-based.

Elder Psurlon Medium Aberration (Psionic) Special Attacks: Psi-like abilities Skills: Bluff +20, Concentration +16 (+20 manifesting defensively), Diplomacy +9, Disguise +5 (+7 acting in character), Escape Artist +17, Heal +13, Intimidate +7, Knowledge (dungeoneering) +15, Knowledge (psionics) +15, Listen +13, Psicraft +17, Sense Motive +18, Use Rope +3 (+5 bindings) Feats: Combat Manifestation, Dodge, Improved Initiative, Multiattack, Weapon Finesse

Psi-Like Abilities: At will—concussion blast (4d6, two targets), inertial armor, psionic suggestion (ML 3rd, one target, DC 17), read thoughts (DC 17), 3/day—brain lock (all types, DC 17), cloud mind (DC 17), psionic dimension door; 1/day—energy bolt (12d6, DC 21), psionic dominate (all types, DC 21), psionic suggestion (five targets, DC 17). telekinetic maneuver (+19 check modifier), telekinetic thrust (425 lb., DC 18). Manifester level 12th unless otherwise noted. The save DCs are Charisma-based.

Giant Psurlon Large Aberration (Psionic) Special Attacks: Psi-like abilities Skills: Bluff +18, Concentration +23 (+27 manifesting defensively), Diplomacy +7, Disguise +3 (+5 acting in character), Escape Artist +15, Heal +11, Intimidate +5, Knowledge (dungeoneering) +14, Knowledge (psionics) +14, Listen +22, Psicraft +21, Sense Motive +16, Use Rope +1 (+3 bindings) Feats: Combat Manifestation, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (claw), Multiattack, Quicken Spell-Like Ability (telekinetic thrust) Psi-Like Abilities: At will—concussion blast (5d6, four targets), inertial armor, read thoughts (DC 16), 3/day—brain lock (all types, DC 16), cloud mind (DC 16), energy bolt (ML 12th, 2d6, DC 20); 1/day—psionic dimension door, telekinetic maneuver (+22 check modifier), telekinetic thrust (575 lb., DC 17). Manifester level 18th unless otherwise noted. The save DCs are Charisma-based. pqqqqqqqqqqqqqqqqqqqqrs

Most psurlons are average psurlons. Dangerous and malevolent when encountered as solitary hermits, hunters, or spies, they sometimes are found in small bands known as clusters. Average psurlons hardly consider themselves average in any way, and each member of a cluster regards itself as the rightful leader and most intelligent example of its kind. They frequently plot and scheme for status within the cluster, seeking the right to challenge and replace the elders over them. Psurlons are suspicious, bad-tempered, and cruel. While they lack the ability to enslave with the power of the mind, they are certainly capable of taking slaves through threat of force. An average psurlon stands about 5 feet tall and weighs about 130 pounds.

Combat

Although they do not relish combat, average psurlons are perfectly willing to attack an enemy if they feel they possess the advantages of position or surprise. They use invisibility to set up ambushes whenever possible. In battle, psurlons make frequent use of their telekinesis ability, hurling their foes against nearby walls or into dangerous terrain, or pelting their enemies with heavy boulders if a foe is too heavy to fl ing. Average psurlons save their dimension door ability to escape from a battle they are in danger of losing. Average psurlons have the ability to use mage armor at will, so the statistics above include mage armor in the psurlon’s Armor

Class.

Psionics (Sp): At will—detect thoughts (DC 15), mage armor, sound burst (DC 15); 3/day—hold monster (DC 18), invisibility, lightning bolt (DC 16), telekinesis (DC 18); 1/day—dimension door.

Caster level 7th. The save DCs are Charisma-based.

ELDER PSURLON

Medium Aberration Hit Dice: 12d8+12 (66 hp) Initiative: +7 Speed: 30 ft. (6 squares) Armor Class: 17 (+3 Dex, +4 mage armor), touch 13, fl at-footed 14 Base Attack/Grapple: +9/+10 Attack: Claw +12 melee (1d4+1) Full Attack: 2 claws +12 melee (1d4+1) and bite +10 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Psionics Special Qualities: Blindsight 60 ft., damage reduction 10/magic, darkvision 120 ft., immunities, spell resistance 19, telepathy 250 ft. Saves: Fort +5, Ref +7, Will +11 Abilities: Str 13, Dex 16, Con 12, Int 21, Wis 17, Cha 21 Skills: Bluff +20, Concentration +16 (+20 casting defensively),

Diplomacy +9, Disguise +5 (+7 acting in character), Escape

Artist +17, Heal +13, Intimidate +7, Knowledge (arcana) +15,

Knowledge (dungeoneering) +15, Listen +13, Sense Motive +18, Spellcraft +17, Use Rope +3 (+5 bindings) Feats: Combat Casting, Dodge, Improved Initiative, Multiattack, Weapon Finesse Environment: Warm desert Organization: Solitary, pair, team (1 plus 3–6 average psurlons), cluster (1 plus 8–14 average psurlons), or strike team (1 plus 3–6 average psurlons and 1 giant psurlon) Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral evil Advancement: By class Level Adjustment: +6

This bloated monstrosity has a brick-red body and a blunt, circular maw for a head. Its arms and legs are tipped with viciouslooking claws. Small, dark eye-dots ring its mouth.

Average psurlons that survive long enough eventually transform into elder psurlons. Elder psurlons are cluster leaders, the masterminds of their kind. Experienced, resourceful, and gifted with superior mental abilities, an elder psurlon has the respect of its lesser fellows—at least until a younger psurlon approaches its own transformation into an elder. An elder psurlon stands about 6 feet tall and weighs about 200 pounds. It is noticeably darker in color than an average psurlon; its skin is a deep, brick-red color.

Combat

Elder psurlons use much the same tactics as average psurlons do, but they are more likely to direct the battle from the rear while their underlings bear the brunt of the fi ghting. They have a limited ability to compel and subvert their enemies’ minds, and seek to do so early in an encounter.

Psionics (Sp): At will—detect thoughts (DC 17), mage armor, sound burst (DC 17), suggestion (DC 18); 3/day—dimension door, hold monster (DC 20), invisibility, telekinesis (DC 20); 1/day—chain lightning (DC 21), dominate person (DC 20), mass suggestion (DC 21). Caster level 12th. The save DCs are Charisma-based.

GIANT PSURLON

Large Aberration Hit Dice: 18d8+54 (135 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +1 Dex, +3 natural, +4 mage armor), touch 10, fl at-footed 16 Base Attack/Grapple: +13/+23 Attack: Claw +18 melee (1d8+6) Full Attack: 2 claws +18 melee (1d8+6) and bite +16 melee (2d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Psionics Special Qualities: Blindsight 60 ft., damage reduction 15/magic, darkvision 120 ft., immunities, spell resistance 19, telepathy 250 ft. Saves: Fort +11, Ref +7, Will +12 Abilities: Str 23, Dex 12, Con 16, Int 18, Wis 13, Cha 19

Skills: Bluff +18, Concentration +23 (+27 casting defensively),

Diplomacy +7, Disguise +3 (+5 acting in character), Escape

Artist +15, Heal +11, Intimidate +5, Knowledge (arcana) +14,

Knowledge (dungeoneering) +14, Listen +22, Sense Motive +16, Spellcraft +21, Use Rope +1 (+3 bindings) Feats: Combat Casting, Great Fortitude, Improved Initiative,

Improved Natural Armor, Improved Natural Attack (claw),

Multiattack, Quicken Spell-Like Ability (telekinesis) Environment: Warm desert Organization: Solitary or strike team (1 plus 1 elder psurlon and 3–6 average psurlons) Challenge Rating: 11 Treasure: Standard Alignment: Usually neutral evil Advancement: 19–27 HD (Large); 28–36 HD (Huge) Level Adjustment: —

A lean, wormlike monster the size of an ogre lurks here. Its tubular body is a light blue color, subtly banded and segmented like the body of an earthworm. It has long, clawed arms and legs, and a blunt, circular maw for a head. Small, dark eye-dots ring its mouth.

Giant psurlon From time to time, average psurlons undergoing the transformation to elder do not manifest their new psionic powers, but instead undergo startling physical growth instead. Giant psurlons are every bit as intelligent and deceitful as their average comrades, but defer to the will of the ruling psurlon elder in a cluster. A giant psurlon stands 12 feet tall and weighs about 900 pounds.

Combat

A giant psurlon prefers to attack from afar, hammering foes with telekinetic attacks and lightning bolts before closing in to fi nish them in melee. It makes good use of its Quicken

Spell-Like Ability feat to launch a dizzying barrage of psionic and physical attacks against its foes.

Psionics (Sp): At will—detect thoughts (DC 16), mage armor, sound burst (DC 16); 3/day—hold monster (DC 19), invisibility, lightning bolt (DC 17), telekinesis (DC 19); 1/day—dimension door. Caster level 18th. The save DCs are Charisma-based.

PSURLON CHAR ACTERS

Most average psurlons advance by Hit Dice, not by character class, but there are occasional exceptions. Psurlons worship Mak Thuum Ngatha, an entity of the Far Realm. Psurlon clerics can choose from the domains of Destruct ion, K nowledge, Madness, or Travel. A psurlon’s favored class is wizard.

Illus. by C. Fix

Elder psurlon

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