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Psionic Bestiary
p y n - g o k & t ’a r t y s
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
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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
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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
T’artys
Pyn-gok
psIonIC BEstIary
pyn-gok
Slightly taller than an elf, this regal avian humanoid
most closely resembles a peacock (down to its coloration
and large, fan-like tail). Although frail looking, it wields a
polearm with ease and grace.
pyn-gok
Ln Medium humanoid
(pyn-gok)
Init
+2;
senses
low-light vision; Perception +3
Cr 3
DEfEnsE
aC
17, touch 12, flat-footed 15
(+2 Dex, +4 natural, +1 shield)
hp
22 (4d8+4)
fort
+2,
ref
+6,
Will
+2
Defensive abilities
whirling polearm defense
The secluded open-air cities of the pyn-gok (PIN-GOCK)
have a calm, contemplative aura about them. Though
fierce warriors when roused to battle, the pyn-gok
prefer the quiet serenity of meditation, and stimulating
exercises to keep mind and body healthy. Not surprisingly
their cities have several flocks or gatherings of peacocks
strutting about. Although they live in seclusion in the deep
jungles or rain forests, the pyn-gok are a cosmopolitan
people, valuing the arts and intellectual pursuits as
much as martial practices. Exceptional pyn-gok often
train in either monk or psychic warrior classes (choosing
the warrior’s paths of ascetic or weaponmaster almost
exclusively).
A pyn-gok fights defensively as long as it is able, taking its
opponent’s measure, gauging its strengths and evaluating
its weaknesses. Once it has determined those factors it
strikes hard and fast; those vulnerable to mind-affecting
effects will be struck with its id insinuation
psi-like ability (it flairs out its colorful fan-
like tail, in addition to the chime-like sound
of its auditory manifestation). Opponents
that have weak defenses will be struck with
a powerful halberd attack (augmented with
Psionic Weapon
A pyn-gok will withdraw from a battle if it
is reduced to half its hit points, taking flight
if possible.
offEnsE
speed
30 ft., fly 30 ft. (average)
Melee
halberd +6 (1d10+4/x3)
ranged
shuriken +5 (1d2+2)
psi-Like abilities
(ML 4th; concentration +6)
At will—id
insinuation
(1 creature, DC 14)
statIstICs
str
14,
Dex
15,
Con
13,
Int
12,
Wis
13,
Cha
14
Base atk
+3;
CMB
+5;
CMD
17
feats
Psionic Weapon, Weapon Focus
(halberd)
skills
Autohypnosis +5, Fly +13, Intimidate
+4, Perception +3; Racial Modifiers +4 Fly
Languages
Common, Pyn-Gok, Xeph
ECoLogy
Environment
temperate forests
organization
solitary, pair, or patrol (3–9)
treasure
NPC gear (halberd, 5 shurikens,
other treasure)
spECIaL aBILItIEs
Whirling polearm Defense (Ex)
A pyn-gok is especially skilled at
wielding polearms, so much so,
that it gains a +1 shield bonus
to its armor class. If it uses
a full attack action to fight
defensively the shield bonus
increases to +2.
2
Dr Ea MsCa r r ED pr Ess
t’artys
The skin of this small humanoid has a pearlescent quality,
shimmering faintly in the light.
spECIaL aBILItIEs
Discordant Wave (su)
As a standard action a t’artys can
produce a wave effect that spreads out to a radius of 30
feet, enveloping all targets within range. Humanoid
creatures within the radius that fail a DC 15 Will save
begin arguing and shouting with one another, making
communication difficult and casting spells or
manifesting powers next to impossible (affected
creatures must make a concentration check with a DC
of 20 + the spell or power level to cast spells or manifest
powers). The arguing and shouting lasts for 5 rounds,
during which time the t’artys is invisible. If any of the
affected humanoids within the discordant wave effect
are of different alignments, they must make a DC 15
Will save or see enemies in place of allies and attack
them. A successful Will save negates the illusion of
friends turning into foes, but the arguing continues
for the entire duration. Discordant wave is a mind-
affecting enchantment effect.
The t’artys (T-are-tis) is a psionic fey offshoot that
enjoys sowing dissention among the “big folk” of
various lands. They get perverse pleasure causing
strife and making friends into foes (if even for
a short time) as the bigger folk seem capable
of holding grudges over the smallest slights,
insults, or injuries. Woe betide the adventuring
party that wanders into t’artys lands, as these
fey will shadow and stalk them for hours and
strike when the time is best for them and
worst for the trespassers. Despite their love of
starting fights and sowing dissention, they are
still fey and enjoy pranks as well, although
their pranks tend to be a bit more deadly. A
t’artys won’t hesitate to use its psi-like or spell-
like abilities to harass and annoy its victims,
like dancing lights and ghost sound to lead
them on a merry chase (and maybe into a
monster’s lair), or coating an area ahead
with ectoplasmic sheen (especially a sloping
path) and watch the chaos of stumbling and
skidding humanoids.
Before they engage their foes they
prepare for a fight with concealing
amorpha and force screen (for concealment
and protection). During combat they use
entangling ectoplasm and telepathic lash.
Only when a t’artys is surrounded will it use
its discordant wave, enveloping as many
targets as possible. A t’artys uses the chaos
to either escape or to inflict damage with
its sneak attack, trusting its small size and
mobility to keep it safe from retribution.
t’artys
Cn small fey
(psionic)
Init
+8; Senses low-light vision; Perception +14
Cr 5
Xp 1,600
DEfEnsE
aC
20, touch 16, flat-footed 15
(+4 Dex, +1 dodge, +4 natural, +1 size)
hp
44 (8d6+16)
fort
+4,
ref
+10,
Will
+11
Dr
5/cold iron;
Immune
mind-affecting effects;
pr
16
offEnsE
speed
30 ft.
Melee
masterwork kukri +10 (1d3+1/18–20 plus poison)
special attacks
discordant wave,
sneak attack +2d6
psi-Like abilities
(ML 8th; concentration +11)
At will —ectoplasmic
sheen
(fallen targets
must make a DC 17 Strength check to
stand),
entangling ectoplasm
(DC 17, affects
a creature up to Gargantuan size)
3/day—concealing
amorpha
(can also affect
one adjacent creature),
force screen
(+5 shield bonus),
telepathic lash
(one humanoid up to 11 HD can be
affected, DC 17)
spell-Like abilities
(CL 8th;
concentration +11)
At will—dancing
lights, ghost sound
(DC 13)
statIstICs
str
13,
Dex
19,
Con
14,
Int
15,
Wis
17,
Cha
17
Base atk
+4;
CMB
+4;
CMD
18
feats
Ability Focus (discordant wave),
DodgeB, Improved Initiative, Iron
Will, MobilityB, Weapon Finesse
skills
Acrobatics +15, Escape Artist
+15, Knowledge (arcana) +10,
Knowledge (planes) +10, Knowledge
(psionics) +10, Perception +14,
Stealth +19, Survival +11
Languages
Aklo, Common, Sylvan
sQ
poison use
ECoLogy
Environment
any land
organization
solitary, pair, or gathering
(3–8)
treasure
standard (masterwork
kukri, blue whinnis poison
[4 doses], other treasure)
3
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