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The Vorpal Tribble
2010-06-14, 04:31 PM
I wrote this up sometime ago, but never quite finished it til now...

Tutelasenti

Large Magical Beast (aquatic, psionic)
Hit Dice: 7d10+7 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Climb 20 ft., Swim 40 ft.
Armor Class: 25 (+1 dex, +15 natural, -1 size), touch 10, flat-footed 24
Base Attack/Grapple: +7/+19
Attack: Head Butt +14 melee (1d8+12)
Full Attack: Head Butt +14 melee (1d8+12) and 2 slams +14 melee (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Creature capacitor, feedback, mind of the masses
Special Qualities: Amphibious, metsight, naturally psionic, resistance to electricity 5, strain the thought, vulnerability to sonics
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 26 (+8), Dex 12, Con 13, Int 11, Wis 17, Cha 14
Skills: Concentration +3, Handle Animal +8, Listen +5, Psicraft +10
Feats: Iron Will, Open Minded, Psionic Fist
Environment: Warm Swamp or Aquatic
Organization: Solitary,
Challenge Rating: 6
Treasure: Standard goods
Alignment: Any
Advancement: By character class
Level Adjustment: +3

Tutelasenti appear superficially saurian, but with a musculature more to the likes of a strong, lean man, or in this case, giant. It has a leathery hide of a dark bluish-black shade, with crisscrossing, twisted lines of mottled gold, like streaks of weak sunlight in a deep pool. It's head is gaunt and forward pointing, with skin stretched so tight over the thick bones it seems skeletal. There are no eyes, but instead, starting just at the bridge of it's porpoise-like nose, is a great fanning cranial crest with 21 obvious supporting bones or joints starting at the nose and spreading out. From each joint at the end of the crest is a knob of crystal the color of a cat's eye gem. Sharp, jutting crystals of the same color erupt along the length of it's spine in a nightmarish forest of shards up to a foot long. In dim light these crystals glow faintly if concentrating or thinking with unusual intensity.

Tutelasenti are from rare locales of psionic coral reefs. Exposed psicrystal was worked into the living structures, mutating the beasts of island and sea around it into phrenic versions of their natural selves. The Tutelasenti became the apex of life in this unique occurrence. They had a simian origin, likely within the nearby saltwater swamps, but returned partially to the waters, taking on strange arthropoid characteristics. They evolved a nervous system that filtered thought and psi-power like an immune system fought disease. Every nerve, every thought, every ounce of brain tissue is protected with a shielding of biological crystal. This crystal also forms its crest and adds supports to its otherwise normal bone structure.

Tutelasenti architecture is amongst the most beautiful to be found, for they are able to control the minds of the coral makers and shell growers. Using them as builders, entire reefs are devoted to their underwater cities. They live in great above ground gardens as well, covered in blooms year round from the insects they hypnotize into tending.

Combat
Tutelasenti often try to scare away those that threaten them, often gathering local jellyfish swarms in the water. If this is insufficient or they are on land, they usually channel energy into their head dome, butting their opponent brutally.

Creature Capacitor (Ex): A Tutelasenti can store additional power points in their own body, treating themselves as a cognizance crystal. Unlike a a standard cognizance crystal, they can store a number of power points equal to their effective manifester level. Their HD is added to this manifester level for the purpose of this ability, though not for actual manifestation. A tutelasenti is not able to automatically manifest a power, though they can pass these power points as a standard action to any other psionic creature that touches their external crystals. The average tutelasenti may store 7 power points, 1 each day due to being natural psionic.

They may also feed 2 power points into their natural attacks or a deep crystal weapon to deal an additional 2d6 points of damage. This weapon will stay charged for 1 minute or until it scores its next hit. The power points are then expended.

Feedback (Ex): If a Tutelasenti is targeted with a power with a duration longer than instantaneous that is blocked by their Strain the Thought ability they may use this mental connection to feed the power back on the manifester at the original save as an immediate action. If the duration requires concentration the tutelasenti may use this power once per round on their turn at any time they maintain the power. Power resistance still applies.

A tutelasenti may also effectively 'ground' the power, storing the power points used by the other in their act of manifestating as bonus points. These points disappear within 24 hours.

The tutelasenti provides faint illumination out to 60 feet when storing extra power points.

Metsight (Su): A Tutelasenti 'sees' by the combination of lifeforce and thoughts of its surroundings. This acts as if they had Blindsight out to 100 feet. They may be blinded in a null psionics field.

In addition a Tutelasenti can see if disease, parasites or symbiotes occupy another. It also lets them know if a creature is dead, dying, or alive.

Naturally Psionic: Tutelasenti gain 1 bonus power point.

Mind of the Masses (Su): A Tutelasenti may use a mind-affecting effect on a swarm as if it was a single creature. As well, they may 'hypnotize' animals, magical beasts, and vermin, swarm or otherwise, even if their intelligence score is 0. This acts as a Wild Empathy check. If they hypnotize the creature for 10 minutes without interruption they may persuade them to perform an action as the Suggestion power. This ability works for as long as the Tutelasenti concentrates.

Strain the Thought (Ex): A Tutelasenti has immunity to all mind-affecting effects. They are also immune to psionic powers with a range of touch and psychokinetic abilities that directly manipulate the physical form, such as Control Body. They gain a +4 bonus against psychometabolic powers in addition. They also gain a +10 bonus to saves against damage or drain to a mental ability.

Vulnerability to Sonics (Ex): A Tutelasenti has vulnerability to sonics, which means it takes half again as much (+50%) damage as normal from sonics, regardless of whether a saving throw is allowed, or if the save is a success or failure.