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The Demented One
2006-08-25, 10:56 AM
Espera
Size/Type: Medium Aberration (Psionic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flatfooted 12
Base Attack/Grapple: +1/+1
Attack: Tentacle +3 melee (1d4)
Full Attack: 2 Tentacles +3 melee (1d4)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Sensory overload
Special Qualities: Darkvision 60 ft., sensory tentacles
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 10, Dex 14, Con 12, Int 10, Wis 8, Cha 14
Skills: Listen +6, Spot +7
Feats: Weapon FinesseB, Ability Focus (Sensory Overload)
Environment: Any
Organization: Solitary, pair, or consortium (3-8)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic (Any)
Advancement: By Class Level (Favored Class: Wilder)
Level Adjustment: +1

Espera are ancient creatures, nigh immortal, said to have been among the first psionic creatures. They have keen, inhuman senses of perception, and attempt to experience as much as possible within their long lives. They are hairless humanoid, often said to have a feline-looking skin color. They have small, underdeveloped eyes and ears, and two long, feathery tentacles emerge from their backs. The color of their skin constantly shifts through the spectrum, though it tends to be either a deep purplish blue or a brilliant red-orange most of the time. While their strange appearance and perception often causes them to be feared, they tend to have no overt aggression towards the humanoid races, though they care little for them and their lives.

Sensory Overload (Su)
As a standard action, an Espera can make a touch attack with one of its tentacles. If the creature hit fails a DC 15 Will save, one of its senses is overloaded, temporarily crippling it. The Espera chooses which sense to overload, and the effects are as follows:
* Sight: The creature’s sight is overstimulated, causing even the faintest hint of light to be magnified to the point of blindness. The creature is blinded for 1 round.
* Hearing: The creature’s hearing is increased to the point that the slightest noise is deafening. The creature is deafened for 1d3 rounds.
* Smell: The creature’s sense of scent is increased to the point that it is overwhelmed by all the smells it can perceive. The creature is sickened for 1 round. In addition, if it has scent, it loses the ability to use it for 1d10 minutes.

Sensory Tentacles (Su)
The Espera’s tentacles serve it as its main sensory organs. They simultaneously feel light and sound, as the syntheste power. However, it is their tentacles, rather than their face, that functions as the sensory receiver. This grants them a +4 circumstance bonus on Listen, Search, and Spot checks as long as their normal hearing or vision is unimpaired. In addition, if they are either blinded or deafened, they can still sense using their tentacles, removing the penalties for the impairment. However, they do lose their skill bonuses on the skills associated with the impaired sense.