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Psionic Bestiary
Dr e Dge & M i n D -n u M b S wa r M
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:
Michael McCarthy
artist:
Tsailanza Rayne
Layout:
Erik Nowak
editing:
Shane O’Connor,
Mark Gedak
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
Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements
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
designated as Open Game Content may be reproduced in any form
without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://
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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.
© 2013 Dreamscarred Press
Mind-Numb Swarm
Dredge
PSiOniC beStiary
DreDge
Flecks of black bob within this greenish ooze, which
picks up everything it touches as it slides along.
SPeCiaL abiLitieS
Leap (Su)
As a full-round action, a dredge can use its
psychokinetic force power to hurl itself into the air with
a burst of psychokinesis, leaping at a target up to 50 feet
away. The dredge makes a ranged touch attack, using its
key ability modifier in place of Dex, to hit its target, and
on a successful hit deals slam damage and may
immediately make a grapple attempt against that
target. If the Dredge misses its attack, it lands in the
first available square beyond its target.
Soul Searing (ex)
A dredge not only dissolves the target’s
body into itself, but also its mind. Any creature coming
in direct contact with a dredge, whether through
attacking with a natural weapon, unarmed strike, or
through being attacked or grappled by a dredge takes
1d6 acid damage and loses 1d4 power points (if the
creature has a power point pool). Additionally, if the
creature was psionically focused, it must also make a
DC 20 concentration check or lose psionic focus.
Dredges are oozes with a faint sentience, making them
far more dangerous than other slime-like kin. Their limited
intelligence comes from the peculiar green substance they
are formed of, extending beyond the physical world and
seeming to digest the minds and bodies equally of the
creatures it hunts. While it appears to prefer intelligent
and psionic creatures for its meals, it naturally makes
its home in bogs and sewers where people are rare but
sustaining detritus is common.
Many believe a dredge to be related to the common
grey ooze, grown dependent on feeding on intelligent
creatures. Kinship or not, their intelligent nature belies
some evolution, or a horrible curse on a more intelligent
creature in the distant past.
A dredge typically weighs under a hundred pounds,
and is no more than four feet across, with a protruding
bulge in its center at rest. Hiding in bogs as they do, this
extra bulge typically lies beneath the surface of the water,
as they rest on the edges collecting the scraps that drift
to shore and waiting for intelligent creatures to draw
near. When they do, the dredge will spring from hiding,
attempting to devour one target whole at a time, only
moving to the next when the original has escaped beyond
reach or is fully dissolved.
DreDge
ne Medium ooze
(psionic)
init
-5;
Senses
blindsight 120 ft.; Perception +5
Cr 5
XP 1,600
DefenSe
aC
5, touch 5, flat-footed 5 (-5 Dex)
HP
85 (9d8+45)
fort
+7,
ref
-2,
will
-2
Defensive abilities
ooze traits;
immune
slashing, piercing
OffenSe
Speed
10 ft.
Melee
2 slams +9 (1d6+3 plus soul searing and grab)
ranged
leap +8 (1d6+3 plus soul searing and grab)
Special attacks
constrict (1d6+3 plus soul searing),
soul searing
Psi-Like abilities
(ML 9th; concentration + 11)
At-will—telekinetic
force
(thrust only; ranged touch
attack +8)
StatiStiCS
Str
16,
Dex
1,
Con
18,
int
6,
wis
1,
Cha
14
base atk
+6;
CMb
+9 (+13 grapple);
CMD
14 (can’t be
tripped)
feats
Alertness, Skill Focus (Perception), Skill Focus
(Stealth), Stealthy, Toughness
Skills
Escape Artist -3, Perception +5, Sense Motive -3,
Stealth +3 (+7 in water), Swim +8; Racial Modifiers +4
Stealth in water, +4 Swim
Languages
Aklo (does not speak)
eCOLOgy
environment
warm marshlands or underground
Organization
solitary, or bog (4-6)
treasure
standard
2
Dr ea MSCa r r eD Pr eSS
MinD-nuMb SwarM
A cloud of flashing lights and crackling energy hangs
mid-air like a thousand dancing fireflies.
MinD-nuMb SwarM
Cr 10
Cn fine magical beast
XP 9,600
(psionic, elemental, swarm)
init
+6;
Senses
darkvision 60 ft., low-light vision;
Perception +0
aura
deafening aura (50 ft., DC 20), shimmering light
DefenSe
aC
24, touch 24, flat-footed 18 (+6 Dex, +8 size)
HP
123 (13d10 + 52)
fort
+12,
ref
+14,
will
+4
Defensive abilities
elemental traits, idle thoughts,
swarm traits;
immune
mind-affecting effects, sonic,
weapon damage
weaknesses
swarm traits
OffenSe
Speed
fly 40 ft. (perfect)
Melee
swarm (3d6 plus distraction plus false burn)
Space
10 ft.;
reach
0 ft.
Special attacks
distraction (DC 20), false burn (DC 20)
Psi-Like abilities
(ML 13th; concentration +11)
At will—detect
psionics
1/day—energy
adaptation, specified
(fire active energy type)
StatiStiCS
Str
1,
Dex
22,
Con
18,
int
—,
wis
10,
Cha
6
base atk
+13;
CMb
+11;
CMD
21 (can’t be tripped)
Skills
Fly +22, Perception +0
SQ
idle thoughts
3d8 fire damage from the perception of intense heat.
This is a mind-affecting effect. The save DC is
Constitution-based.
idle thoughts (Su):
The motes that make up a mind-
numb swarm are each a single distracted thought given
form. Whenever a psionic creature fails a concentration
check within 50 ft. of a mind-numb swarm, the swarm
immediately regains 5 hit points.
Shimmering Light (Su):
A mind-numb swarm gives off
bright light within 20 ft., and increases the light conditions
by one step for 40 ft. beyond that (up to normal).
A mind-numb swarm is typically heard before it is seen,
though the bright light and endless noise are unmistakable
in most any environment. This cloud of motes, each a
flickering embodiment of a single distracted moment, is
drawn to creatures of rational thought as a moth is drawn
to a flickering flame. Fortunately the swarm is mindless,
allowing escape for anyone capable of merely outrunning it.
The motes that form the clouds are most common around
psionic schools and cities, where mentally powerful
individuals lose focus on a regular basis, each time
creating a small number of almost invisible motes who
eventually gather into the dangerous clouds. Rarely do the
clouds reach larger than the size of a man, but massive
clouds have been seen occasionally deep underground,
in areas people regularly pass by, but not through.
3
eCOLOgy
environment
any
Organization
solitary
treasure
incidental
SPeCiaL abiLitieS
Deafening aura (ex):
A mind-numb swarm makes a
cacophonous amount of noise, echoing the sounds of a
thousand different distractions. Any character within
50 ft. of a mind-numb swarm must make a DC 20
Fortitude save each round or be deafened until they
leave the area and for 1d6 rounds afterwards. In
addition, the DC of all Perception checks within 100 ft.
of a mind-numb swarm is increased by +10, and the DC
of concentration checks in the same area is increased
by +5. The save DC is Constitution-based.
false burn (Su):
While a mind-numb swarm appears to
radiate heat, it is merely a tactile manifestation of the
distractions that make up the swarm. The swarm
actually is no different in temperature than the
surrounding area. Each time a character takes swarm
damage, they also must make a DC 20 Will save or take
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© 2000, Wizards of the Coast, Inc.; Authors
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Psionic Bestiary,
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