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Maquise
2013-01-30, 12:28 AM
Psychanuan


http://th07.deviantart.net/fs70/PRE/i/2013/060/f/a/psychanuan_drone_by_malletmann-d5wlfiz.png
The psychanuan are a hive-minded race of sentient psionic insects. In appearance, they resemble large, bluish-purple insects with large heads and crystalline growths sprouting from their carapaces.

Psychanuan view other forms of life as little more than slaves and means of reproduction. They are intelligent, though, and realize the best way to achieve their goals is through subterfuge. They often use their larvae’s ability to control other creatures as a way of infiltrating and subverting the local seats of power, enabling them to operate in secret.

The larvae are stored in a sac in the abdomen of the psychanuan, and are implanted through a specialized appendage. At this time, they are only a foot long at most and an inch in diameter. The psychanuan can use any living corporeal creature that isn't an ooze or plant of Medium size or larger. As for what creatures they prefer using, that depends on their situation. If their hive is well defended, and they have no need of secrecy, they usually use animals to breed en mass. If they wish to be hidden, they will usually work to infiltrate a humanoid settlement, and use the control their larvae provide to subvert the settlement.

There are three breeds of psychanuan. The first, and most common, are the drones, who use stealth and their limited psionic powers to infiltrate target settlements, abducting and implanting key individuals, placing them under the control of the hive. The larger, winged soldiers possess increased physical and psionic powers of a more overt nature, and favor direct attacks or leading hordes of drones into battle. The final Hive Master is a creature of great size. Unlike common insect hives it is not responsible for reproduction, as all psychanuan are capable of that. Instead, it uses its vast psionic powers to coordinate and defend the hive.

Psychanuan can secrete an ectoplasm-based substance called thoughtwax. This substance is psychoreactive, and any psychanuan that has a line of sight on it can shape it through concentration. Thoughtwax is often used to build the psychanuan nests, hold prisoners, and shape weapons and armor. Thougthwax has a hardness of 5 and 8 hitpoints per inch of thickness; in addition, any effect which dispels psionics causes the ectoplasm in the thoughtwax to evaporate, making it crumble into dust.



Psychanuan Drone
CR 6
LE Medium aberration (evil, lawful, psionic)
Init +7; Senses Telepathy 100 ft; Perception + 13
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural,)
hp 58 (9d8+18)
Fort +7, Ref +7, Will +10
PR 17
OFFENSE
Speed 30 ft., climb 20 ft.
Melee 4 Claws +9 (1d4+3 plus grab), bite +3 (1d3+3) or Thoughtwax Whip +9 (1d3), 3 Claws (1d4+3 plus grab), bite +3 (1d3+3)
Special Attacks: Implant, Mind Boost, Hivemind, Psi-like Abilities
Psi-Like Abilities:
At-will:
Astral Traveler (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/a/astral-traveler), Read Thoughts (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/read-thoughts) (DC 15),
3-Day: Ego Whip (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/e/ego-whip) (DC 17), Mind Control (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/m/mind-control)(DC 16), Cloud Mind (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/c/cloud-mind) (DC 16)
STATISTICS
Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 18
Base Atk +6; CMB +12 (+16 grapple); CMD 26
Feats Ability Focus (Ego Whip), Improved Initiative, Empower Psi-like Ability, Quicken Psi-like Ability, Dodge
Skills Acrobatics +14, Bluff +12, Intimidate +12, Knowledge (psionics) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +16
Languages Common, Aklo, Undercommon

SPECIAL ABILITIES
Implant (Ex)
The psychanuan grow their larvae inside of a living, corporeal host with a distinct anatomy. Implanting a larva in a host is a full-round action that provokes attacks of opportunity, and the target must be pinned. Once the larva is implanted, the victim is subject to a Domination effect. This is a psi-like ability, but the host receives no saving throw so long as the larva remains in its body. This condition normally lasts until the larva matures 1d6 days later, killing the host; however, the hive mind can choose to suspend the larva’s maturation indefinitely, maintaining control of the host as long as it is useful.

The larva can be removed with a DC 25 Heal check, which deals 2d6 points of damage to the host regardless of success. Any effect which removes disease can be used to destroy the larva. In addition, any effect which would dispel the domination, such as Break Enchantment, forces the larva to leave the body, dealing 2d6 points of damage.

Hive Mind (Ex)
All psychanuan within 50 miles of their hive master are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of psychanuan is not flat-footed, none of them are. No psychanuan in a hive is considered flanked unless all psychanuan in a hive are flanked.

Mind Boost (Su)
As a standard action, the psychanuan can establish an enhanced telepathic link with any other psychanuan within line of sight. The target of the Mind Boost recieves a +2 Competence bonus to Attack rolls, AC, Damage rolls, and saving throws. This effect lasts as long as the manifester maintains concentration. However, if the manifester is killed during the duration of the effect, the targeted psychanuan must make a DC 24 Will Save or take 2d4 INT damage and be stunned for one round.

Entrap (Ex)
Whenever a psychanuan drone hits with its thoughtwax whip attack, it can as a free action let go of the whip and order it to wrap around its target. The psychanuan makes a combat maneuver check against the target. If it is successful, the target is considered entangled. Regardless of whether or not the attack is successful, the psychanuan is disarmed. A creature entangled can escape with either a DC 11 Strength check or a DC 11 Escape Artist check. The whip has a hardness of 5, and 8 hitpoints.



Psychanuan Warrior
CR 8
LE Medium aberration (evil, lawful, psionic)
Init +5; Senses Telepathy 100 ft; Perception +19
DEFENSE
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural,)
hp (12d8+60)
Fort +9, Ref +9, Will +12
PR 21
OFFENSE
Speed 30 ft., Climb 20 ft., Fly 60 ft.
Melee 4 Claws +14 (1d4+6 plus grab), bite +12 (1d3+4)
Ranged: 2 Thoughtwax Javelins +14 (1d8+6)
Special Attacks: Implant, Rake (4 claws +14, 1d4+6), Cerebral Aura, Hivemind, Psi-like Abilities
Psi-Like Abilities:
At-will:
Astral Traveler (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/a/astral-traveler), Metaphysical Claw (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/m/metaphysical-claw), Prevenom (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/p/prevenom) (DC 16)
3-Day: Body Adjustment (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/b/body-adjustment) (1d12 HP), Dimension Swap (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/dimension-swap), Painful Strike (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/p/painful-strike),
1-Day: Proximity Strike (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/p/proximity-strike)
STATISTICS
Str 23, Dex 20, Con 21, Int 14, Wis 18, Cha 21
Base Atk +8; CMB +14 (+16 grapple); CMD 19
Feats Power Attack, Lunge, Flyby Attack, Multiattack, Psionic Fist, Combat Manifestation
Skills: Acrobatics +16, Fly +20, Intimidate +12, Knowledge:(Psionics) +9, Knowledge:(The Planes) +9, Perception +19 , Spellcraft +13, Stealth +20, Survival +11, Swim +13,
Languages Common, Aklo, Undercommon

SPECIAL ABILITIES
Implant (Ex)
The psychanuan grow their larvae inside of a living, corporeal host with a distinct anatomy. Implanting a larva in a host is a full-round action that provokes attacks of opportunity, and the target must be pinned. Once the larva is implanted, the victim is subject to a Domination effect. This is a psi-like ability, but the host receives no saving throw so long as the larva remains in its body. This condition normally lasts until the larva matures 1d6 days later, killing the host; however, the hive mind can choose to suspend the larva’s maturation indefinitely, maintaining control of the host as long as it is useful.


The larva can be removed with a DC 25 Heal check, which deals 2d6 points of damage to the host regardless of success. Any effect which removes disease can be used to destroy the larva. In addition, any effect which would dispel the domination, such as Break Enchantment, forces the larva to leave the body, dealing 2d6 points of damage.

Cerebral Aura(Su)
This ability affects all psychanuan, as well as those under the Domination effect of Implant, within 30 ft. Those within the area of effect recieve a +2 Competence bonus to Attack rolls, AC, Damage rolls, and saving throws. However, if the manifester is killed during the duration of the effect, the targeted psychanuan must make a DC 24 Will Save or take 2d4 INT damage and be stunned for one round. The psychanuan soldier can suppress or activate this ability as a free action.

Hive Mind (Ex)

All psychanuan within 50 miles of their hive master are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of psychanuan is not flat-footed, none of them are. No psychanuan in a hive is considered flanked unless all psychanuan in a hive are flanked.

Psychanuan Hive Master

CR 12
LE Large Abberation (evil, lawful, psionic)
Init +4 ; Senses Telepathy 100 ft; Perception +19
DEFENSE
AC: 21 Touch 10, Flat-footed 19 (+2 Dex, +10 Natural, -1 Size)
hp 102 (17d8+34)
Fort:12 Ref: 7 Will: 16
PR 25
OFFENSE
Speed Fly 30 Ft. (Clumsy)
Attack: Tongue +16 (2d6+4 plus Consume Cognizance)
Space 10 ft.; Reach 10 ft.
Special Attacks: Consume Cognizance, Psychic Lance, Implant
Psi-Like Abilities:
Constant: Flight,
At Will: Telekinetic Force (DC ), Detect Thoughts (DC ), Dimension Slide
3-Day: Mind Thrust ( ), Mind Control,
1-Day: Astral Caravan
Manifest as 5th-level Psion (Telepath) ML 5, 40 PP,
Powers Known:
1st-- Detect Psionics, Empty Mind, Energy Ray, Inertial Armor, Mindlink
2nd--Read Thoughts (DC 18*), Cloud Mind (DC 18*), Brain Lock (DC 18*)
3rd--Mindhunter, Battlesense, Eradicate Invisibility,
*Before augmentation
STATISTICS
Str 18, Dex 14, Con 20, Int 22, Wis 19, Cha 21
BAB: +12, CMB: +16 CMD: 28
Feats: Combat Manifesting, Endowed Mind, Overchannel, Enlarge Power, Iron Will, Improved Initiative, Chain Power, Psionic Meditation, Great Fortitude
Skills: Autohypnosis 16, Acrobatics 17, Fly 17, Intimidate 20, Knowledge (the planes) 21, Knowledge (psionics) 21, Perception 19, Spellcraft 21, Stealth 17, Survival 19, and Swim 17.

Consume Cognizance (Ex):Once per round as a standard action, a hive master may make a touch attack with its tongue and attempt to drain 1d4 points from either a victim's Intelligence, Wisdom, or Charisma score (hive master’s choice). A DC 21 Will save reduces the damage by half (round down, minimum 1). For every 2 points of Intelligence, Wisdom, or Charisma a hive master drains using this ability, the hive master adds a 1 to its Power Point pool. This benefit remains in effect for five minutes and must be used in 1 minute increments. If the victim's Intelligence, Wisdom, or Charisma scores drop to 0 due to this ability, the victim slips into a coma and cannot be revived until the ability score damage is healed (whether magically, naturally, or psionically). The DC is Intelligence-based.

A hive master may instead choose to use its consume cognizance ability as part of its normal attack with its tongue, dealing weapon damage as well as the effects of consume cognizance.

Psychic Lance (Su):

The psychanuan hive master is capable of unleashing a powerful blast of psionic energy. As a standard action, it may expend its psionic focus to strike any target it has line of sight with, dealing 10d6 damage, half of it the hive master’s energy type, the other half pure telepathic damage. This damage does not affect creatures immune to mind-affecting effects.

Implant (Ex)

The psychanuan grow their larvae inside of a living, corporeal host with a distinct anatomy. Implanting a larva in a host is a full-round action that provokes attacks of opportunity, and the target must be pinned. Once the larva is implanted, the victim is subject to a Domination effect. This is a psi-like ability, but the host receives no saving throw so long as the larva remains in its body. This condition normally lasts until the larva matures 1d6 days later, killing the host; however, the hive mind can choose to suspend the larva’s maturation indefinitely, maintaining control of the host as long as it is useful.


The larva can be removed with a DC 25 Heal check, which deals 2d6 points of damage to the host regardless of success. Any effect which removes disease can be used to destroy the larva. In addition, any effect which would dispel the domination, such as Break Enchantment, forces the larva to leave the body, dealing 2d6 points of damage.

Brett Nortje
2013-01-30, 12:32 AM
Psychanuan

The psychanuan are a hive-minded race of sentient psionic insects. In appearance, they resemble large, bluish-purple insects with large heads and crystalline growths sprouting from their carapaces.

Psychanuan view other forms of life as little more than slaves and means of reproduction. They are intelligent, though, and realize the best way to achieve their goals is through subterfuge. They often use their larvae’s ability to control other creatures as a way of infiltrating and subverting the local seats of power, enabling them to operate in secret.

There are three breeds of psychanuan. The first, and most common, are the drones, who use stealth and their limited psionic powers to infiltrate target settlements, abducting and implanting key individuals, placing them under the control of the hive. The larger, winged soldiers possess increased physical and psionic powers of a more overt nature, and favor direct attacks or leading hordes of drones into battle. The final Hive Master is a creature of great size. Unlike common insect hives it is not responsible for reproduction, as all psychanuan are capable of that. Instead, it uses its vast psionic powers to coordinate and defend the hive.

Psychanuan Drone
CR 6
LE Medium aberration (evil, lawful, psionic)
Init +3; Senses Telepathy 100 ft; Perception + 13
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural,)
hp 67 (9d10+18)
Fort +7, Ref +7, Will +10
PR 17
OFFENSE
Speed 30 ft., climb 20 ft.
Melee 4 Claws +9 (1d4+3 plus grab), bite +3 (1d3+3 plus poison)
Special Attacks: Implant, Mind Boost, Hivemind, Psi-like Abilities
Psi-Like Abilities:
At-will:
Astral Traveler, Read Thoughts (DC 15),
3-Day: Ego Whip (DC 17), Mind Control (DC 16), Cloud Mind (DC 16)
STATISTICS
Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 18
Base Atk +6; CMB +12 (+16 grapple); CMD 26
Feats Ability Focus (Ego Whip), Improved Initiative, Empower Psi-like Ability, Quicken Psi-like Ability, Dodge
Skills Acrobatics +14, Bluff +12, Intimidate +12, Knowledge (psionics) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +16
Languages Common, Azlat, Undercommon

SPECIAL ABILITIES
Poison
Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 1 save. The save DC is Constitution-based.
Implant (Ex)
The psychanuan grow their larvae inside of a living host. Implanting a larva in a host is a full-round action that provokes attacks of opportunity, and the target must be helpless. Once the larva is implanted, the victim is subject to a Domination effect. This is a psi-like ability, but the host receives no saving throw so long as the larva remains in its body. This condition normally lasts until the larva matures 1d6 weeks later, killing the host; however, the hive mind can choose to suspend the larva’s maturation indefinitely, maintaining control of the host as long as it is useful.

The larva can be removed with a DC 25 Heal check, which deals 2d6 points of damage to the host regardless of success. Any effect which removes disease can be used to destroy the larva. In addition, any effect which would dispel the domination, such as Break Enchantment, forces the larva to leave the body, dealing 2d6 points of damage.

Mind Boost (Su)
As a standard action, the psychanuan can establish an enhanced telepathic link with any other psychanuan within line of sight. The target of the Mind Boost recieves a +2 Competence bonus to Attack rolls, AC, Damage rolls, and saving throws. This effect lasts as long as the manifester maintains concentration. However, if the manifester is killed during the duration of the effect, the targeted psychanuan must make a DC 24 Will Save or take 2d4 INT damage and be stunned for one round.


I'll make the other two once I know the first one is solid; I also have some other fluff elements I want to introduce as well. The main thing I'm looking for is that the monster as it is built matches the fluff I've given it.

Scintillating! great creature!

Maquise
2013-01-30, 09:52 AM
EDIT: Removed the poison from the Drone, added whip. Also added fluff bit about thoughtwax.

Maquise
2013-01-30, 11:07 AM
Looking at it, I can't help but feel it is a little overpowered, but I'm not sure. Any suggestions?

Jormengand
2013-01-31, 12:30 PM
Looking at it, I can't help but feel it is a little overpowered, but I'm not sure. Any suggestions?

It's CR 6. What I do is think to myself, how fast could a level 6 fighter, rogue, oracle and sorcerer kill that thing, and how much would it hurt them?

The rogue gets the jump on the drone, sneak attacking it for a total of 14 damage. The sorcerer deals 24 damage with a well-aimed lightning bolt. The creature charges to the sorcerer and misses her. The fighter is next, dealing 14 damage with his greatsword, and the oracle walks up to the creature and inflicts serious wounds upon it for 15 damage, knocking it helpless while the rogue finishes it off. That used two third-level spells and no hitpoints, unless I missed something. If anything, it shouldn't be that high CR.

Maquise
2013-01-31, 12:38 PM
It's CR 6. What I do is think to myself, how fast could a level 6 fighter, rogue, oracle and sorcerer kill that thing, and how much would it hurt them?

The rogue gets the jump on the drone, sneak attacking it for a total of 14 damage. The sorcerer deals 24 damage with a well-aimed lightning bolt. The creature charges to the sorcerer and misses her. The fighter is next, dealing 14 damage with his greatsword, and the oracle walks up to the creature and inflicts serious wounds upon it for 15 damage, knocking it helpless while the rogue finishes it off. That used two third-level spells and no hitpoints, unless I missed something. If anything, it shouldn't be that high CR.

Don't forget to take into account the creature's PLAs. It wouldn't likely use its physical attacks save as a last resort. How does this change if the Fighter is Mind Controlled and the Sorcerer ego-whipped?

Jormengand
2013-01-31, 06:33 PM
Don't forget to take into account the creature's PLAs. It wouldn't likely use its physical attacks save as a last resort. How does this change if the Fighter is Mind Controlled and the Sorcerer ego-whipped?

Well...

Apart from the decent chance of making their saves and the fact that only one can happen per round, that thing's still taking another round's worth of rogue and oracle to the face instead. It'll die, although the fighter might get quite a nasty hit off on someone if he's mind controlled.

Maquise
2013-01-31, 06:35 PM
I looked at other, comparable monsters to get the stats.

To come at from another angle, how would you recommend I improve it?

Jormengand
2013-02-01, 01:56 PM
I looked at other, comparable monsters to get the stats.

To come at from another angle, how would you recommend I improve it?

I think it's fine, now that I really do think about it. This is a party using two of their highest-level spells and taking their fighter's attacks to kill a "routine encounter" - which is the kind of thing we're looking for in a monster of that CR. Ideally, if four of them fight that party in a fair fight, near enough everyone should be down by the end of the battle. A slightly longer bit of playtesting reveals this to be about true, with the fighter triumphantly holding on to his last 7 hit points. I do this again, and find the oracle (who was protected a bit better this time) manages to save the fighter and the rogue, but only because he's an oracle. The final playtest has the beasties win the day with one man standing on 15 hit points.

Maquise
2013-02-25, 11:15 AM
Alright, I set this aside to come back to it, and I've somewhat stumped myself.

I'm working on statting out the psychanuan warrior, but I'm not sure what PLAs to give it. This would be a far more direct melee class, as its name suggests, and CR 8.

EDIT: I also added the Entrap ability to the drone, to give it another way to trap victims for implantation.

Jota
2013-02-25, 03:25 PM
It's CR 6. What I do is think to myself, how fast could a level 6 fighter, rogue, oracle and sorcerer kill that thing, and how much would it hurt them?

The rogue gets the jump on the drone, sneak attacking it for a total of 14 damage. The sorcerer deals 24 damage with a well-aimed lightning bolt. The creature charges to the sorcerer and misses her. The fighter is next, dealing 14 damage with his greatsword, and the oracle walks up to the creature and inflicts serious wounds upon it for 15 damage, knocking it helpless while the rogue finishes it off. That used two third-level spells and no hitpoints, unless I missed something. If anything, it shouldn't be that high CR.

CR 6 means it goes 50/50 with ONE, and only one, level 6 character (in theory). If you apply CR math to a player party (ignoring that CR math doesn't really work because you don't, in fact, double in power every two levels, unless you're a wizard, and even then you're constrained by the action economy), you would have four level four characters fighting this creature.

A party of level fours will probably get surprised (between the combination of Stealth and Perception skills), and one will get mind controlled in the surprise round and at least be out of the way, if not actively inhibiting the other three. Let's say of the next two mind controls, one is successful. I'm assuming the psychanuan will be using its climb speed to stay out of melee range if possible. That leaves two level four characters around to fight it, and maybe one more round, or two, for a third to act in, before being brainwashed.

With the right abilities, these things can be negated or mitigated (Moment of Perfect Mind, for instance, Iron Heart Surge, et cetera), offering a better chance. Overall, however, I think the psionic abilities (namely Mind Control, with medium range), the combination of Stealth and Perception, and the climb speed make this a little nasty, but if a well built party can get into melee range, they'll probably kill it, because it doesn't have a whole lot going for it once its per diem abilities are expended. If the survivors (from the previous level four party) flank their to-hits should be close to 60% at level four. DPR for two of them is ~20 (1d6+3, 1d6+3, 1d12+4, things like Burning Blade, Sapphire Nightmare Blade, Leading the Attack) using maneuvers, which should finish the psychanuan before it drops one of them. Assuming it let the mind-controlled allies sit to prevent them from getting a second save, it could try order one of them to its aid in the case of a 2 v 1, which does risk a 3 v 1 but could also create a 2 v 2.

In some ways this reminds me of the bebilith. Once upon time in a place where the Same Game Test was popularized we would do encounter analyses like this, except usually just one versus one. The bebilith is part of said test and has a lot of similar abilities (climb speed, hides well, ranged save or sucks, though the bebilith was much more dangerous up close and a grappler to boot). I was initially skeptical, but upon reflection I do think this is fair as a six. In a one versus one the psychanuan will be more dangerous because a single failed save has greater ramifications, but a level six character should have more and better ways of dealing with the psionics and be more dangerous themselves offensively, so it sort of balances out.

Plato Play-Doh
2013-02-26, 03:36 PM
Alright, I set this aside to come back to it, and I've somewhat stumped myself.

I'm working on statting out the psychanuan warrior, but I'm not sure what PLAs to give it. This would be a far more direct melee class, as its name suggests, and CR 8.

EDIT: I also added the Entrap ability to the drone, to give it another way to trap victims for implantation.

Well, assuming it's in PF (I play 3.5, and am not really familiar with PF with the exception of that it is, by all accounts, highly similar to 3.5), I would probably go for mostly stuff from the psionic warrior, specifically the claw-related powers, as well as some self-healing PLAs, like Body Adjustment. (All of these are in d20srd (http://www.d20srd.org/srd/psionic/powerList.htm#firstLevelPsychicWarriorPowers).) Alternatively, you could make them especially good at aiding others in battle, mentally controlling an enemy while battling beside them, enhancing their ability to fight by distracting opponents, etc. I can't suggest anything more without a better idea of their tactics/how they fight (and what differences between PF and 3.5 exist that are relevant here).

Jormengand
2013-02-26, 04:44 PM
CR 6 means it goes 50/50 with ONE, and only one, level 6 character (in theory).

Good thing that that wasn't what I was checking for, then. CR=APL means a "routine encounter" which should do a little damage and use some spell slots. Which it did.

When I later set 4 of the beasties against the party, the results were a bit more evenly split.

Maquise
2013-02-27, 11:32 AM
Alright, I've got most of the Warrior done, I just need to hammer out the skills and feats.


Psychanuan Warrior CR 8
LE Medium aberration (evil, lawful, psionic)
Init +5; Senses Telepathy 100 ft; Perception +
DEFENSE
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural,)
hp (12d8+60)
Fort +9, Ref +9, Will +12
PR 21
OFFENSE
Speed 30 ft., Fly 60 ft.
Melee 4 Claws +14 (1d4+6 plus grab), bite +12 (1d3+4)
Ranged: 2 Thoughtwax Javelins +14 (1d8+6)
Special Attacks: Implant, Cerebral Aura, Hivemind, Psi-like Abilities
Psi-Like Abilities:
At-will:
Astral Traveler, Metaphysical Claw, Prevenom (DC 16)
3-Day: Body Adjustment (1d12 HP), Dimension Swap, Painful Strike,
1-Day: Proximity Strike
STATISTICS
Str 23, Dex 20, Con 21, Int 14, Wis 18, Cha 21
Base Atk +8; CMB +14 (+16 grapple); CMD 19
Feats Power Attack, Lunge, Flyby Attack, Multiattack,
Skills:
Languages Common, Azlat, Undercommon

SPECIAL ABILITIES
Implant (Ex)
The psychanuan grow their larvae inside of a living host. Implanting a larva in a host is a full-round action that provokes attacks of opportunity, and the target must be helpless. Once the larva is implanted, the victim is subject to a Domination effect. This is a psi-like ability, but the host receives no saving throw so long as the larva remains in its body. This condition normally lasts until the larva matures 1d6 weeks later, killing the host; however, the hive mind can choose to suspend the larva’s maturation indefinitely, maintaining control of the host as long as it is useful.

The larva can be removed with a DC 25 Heal check, which deals 2d6 points of damage to the host regardless of success. Any effect which removes disease can be used to destroy the larva. In addition, any effect which would dispel the domination, such as Break Enchantment, forces the larva to leave the body, dealing 2d6 points of damage.

Cerebral Aura(Su)
This ability affects all psychanuan within 30 ft. Those within the area of effect recieve a +2 Competence bonus to Attack rolls, AC, Damage rolls, and saving throws. However, if the manifester is killed during the duration of the effect, the targeted psychanuan must make a DC 24 Will Save or take 2d4 INT damage and be stunned for one round. The psychanuan soldier can suppress or activate this ability as a free action.

Jeff the Green
2013-03-01, 07:10 AM
I really like it, and agree that it's correctly CRed. I'll look at the Warrior when it's done.

What does the Hivemind ability do?

Maquise
2013-03-01, 10:08 AM
I was under the impression that Hive Mind was a universal monster rule. I will have to fix that.

Hive Mind (Ex)

All psychanuan within 50 miles of their hive master are in constant communication with her and each other. If one is aware of a particular danger, they all are aware of a particular danger. If one in the hive of psychanuan is not flat-footed, none of them are. No psychanuan in a hive is considered flanked unless all psychanuan in a hive are flanked.

I was wondering: Would you consider "permit yourself to be implanted" an obviously self-destructive order, or against the subject's nature?

Debihuman
2013-03-01, 12:00 PM
Both.

How big are the larvae when they are implanted and how big are they when they reach maturity? You left a lot of the ecology out of your description. What creatures are used as hosts? How big does the host creature have to be?

Debby

Maquise
2013-03-01, 12:12 PM
The larvae are stored in a sac in the abdomen of the psychanuan, and are implanted through a specialized appendage. At this time, they are only a foot long at most and an inch in diameter. The psychanuan can use any corporeal creature (that isn't a construct or undead, is there a word for that?) of Medium size or larger. As for what creatures they prefer using, that depends on their situation. If their hive is well defended, and they have no need of secrecy, they usually use animals to breed en mass. If they wish to be hidden, they will usually work to infiltrate a humanoid settlement, and use the control their larvae provide to subvert the settlement.

What would the best way for a drone to implant a mind-controlled subject?

Debihuman
2013-03-01, 01:18 PM
1. They can use any Living Corporeal creature as a host. This is the easiest way of eliminating constructs and undead. What about Oozes and Plants? Somehow, I don't see those as particularly good hosts.

2. You should expand the ecology section of your original post with the new material.

3. What drone? This is the first you've mentioned a drone involved so I think I need a bit more clarification. Also, don't forget your target has to be helpless before you can implant it.

Debby

Maquise
2013-03-01, 01:32 PM
1. They can use any Living Corporeal creature as a host. This is the easiest way of eliminating constructs and undead. What about Oozes and Plants? Somehow, I don't see those as particularly good hosts.

2. You should expand the ecology section of your original post with the new material.

3. What drone? This is the first you've mentioned a drone involved so I think I need a bit more clarification. Also, don't forget your target has to be helpless before you can implant it.

Debby

1. I've updated the wording of the opening paragraph. It sort of threw me off, because I referenced the Implant abilities of the Xill, Spider Eater and other Bestiary monsters that had this ability, and none of them have this clause.

2. Added, third paragraph.

3. The Drone is the CR 6 variant that is currently complete, as opposed to the more powerful Warrior and Hive Master breeds that are still WIP. What I was asking is what would the best way be for the drone to make a target helpless.

Plato Play-Doh
2013-03-01, 01:33 PM
You could always have them convince the other person that what they're doing is perfectly safe. Charm person then just makes this easier.

Debihuman
2013-03-01, 02:47 PM
The psychanuan can use any corporeal creature (that isn't a construct or undead, is there a word for that?) of Medium size or larger.

Since you asked if there was a word for that, I said "living" host would suffice. The xill wording is different from yours. See here:


As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies.

Any creature can be made helpless. Since Undead and Constructs don't have Con scores, it would be impossible for them to die (they can be destroyed at 0 hit points but they don't actually "die."). It isn't stated that they don't make suitable hosts but from the wording, it's implied.

Debby

Lappy9001
2013-03-02, 12:28 AM
This is a very well put together monster, good show!

I especially like Mind Boost. Alongside Hivemind (heck, even Entrap), it gives a DM some real incentive to use a bunch of these guys together.

I do have one question, what language is Azlat?

EDIT: Also, you forgot to add the +4 Initiative from Improved Initiative

Maquise
2013-03-02, 12:33 AM
Thank you for catching that for me. I meant to put Aklo as the language. It is the Pathfinder language of aberrations, spoken by the aboleths, skum, and other such creatures.

Maquise
2013-03-02, 12:25 PM
Posted finished Warrior.

Plato Play-Doh
2013-03-05, 10:04 AM
I like it, though I think cerebral aura should probably effect those under the Domination effect of Implant as well.

Maquise
2013-03-05, 09:35 PM
Does anyone know of a good CR 12 monster that's mainly a caster? I can't find a good comparison for my work on the Hive Master.

Maquise
2013-03-08, 11:21 AM
Also, would giving the Warrior Rake be too powerful?

Jeff the Green
2013-03-10, 07:27 PM
Also, would giving the Warrior Rake be too powerful?

I don't think so. I finally had a look over, and it looks okay as is, but an additional 2d6 on a (successful) full attack isn't much, and it would make them more impressive.

I don't recognize Proximity Strike, though, and it isn't in the SRD. Maybe cite the source of it?

On Implant, I'd suggest specifying "living, corporeal creature with distinct anatomy," otherwise they can implant in the living corporeal creatures of the Positive Energy Plane and such or in oozes. The latter is okay if you want it, while the former would be quite weird. (I know corporeal was suggested, but it's not in the stat block.)

Regarding the gestalt of the thing, I like the basic ideas, but (at least IMO) what makes a great monster is the stories that arise out of the combination of crunch and default fluff. I think these will basically play out like low-level Mindflayers of Thoon, but the MoTs have a background story and explicit goals to go along with their attitude that other beings are food and slaves. I really like the crunch and visual of these things, and I'd like to see what you come up with on their fluff.

Maquise
2013-03-11, 08:48 PM
Updated the statblocks, now with fresh, hyperlinked powers! I'm working on writing some more fluff as well. I am still having trouble on the final variant, though. Does anyone know of a primarily casting/manifesting monster in the CR 10-12 area?

Also, I'm considering renaming the Hive Master. Potential names include:

Hive Lord
Overlord
(Psychanuan) Prime


Feel free to post any other suggestions.

Maquise
2013-03-18, 06:30 PM
Alright, this was the hardest one yet, and probably the one in most need of peaching:

Psychanuan Hive Master
CR 12
LE Large Abberation (evil, lawful, psionic)
Init +4 ; Senses Telepathy 100 ft; Perception +19
DEFENSE
AC: 21 Touch 10, Flat-footed 19 (+2 Dex, +10 Natural, -1 Size)
hp 102 (17d8+34)
Fort:12 Ref: 7 Will: 16
PR 25
OFFENSE
Speed Fly 30 Ft. (Clumsy)
Attack: Tongue +16 (2d6+4 plus Consume Cognizance)
Space 10 ft.; Reach 10 ft.
Special Attacks: Consume Cognizance, Psychic Lance, Implant
Psi-Like Abilities:
Constant: Flight,
At Will: Telekinetic Force (DC ), Detect Thoughts (DC ), Dimension Slide
3-Day: Mind Thrust ( ), Mind Control,
1-Day: Astral Caravan
Manifest as 5th-level Psion (Telepath) ML 5, 40 PP,
Powers Known:
1st-- Detect Psionics, Empty Mind, Energy Ray, Inertial Armor, Mindlink
2nd--Read Thoughts (DC 18*), Cloud Mind (DC 18*), Brain Lock (DC 18*)
3rd--Mindhunter, Battlesense, Eradicate Invisibility,
*Before augmentation
STATISTICS
Str 18, Dex 14, Con 20, Int 22, Wis 19, Cha 21
BAB: +12, CMB: +16 CMD: 28
Feats: Combat Manifesting, Endowed Mind, Overchannel, Enlarge Power, Iron Will, Improved Initiative, Chain Power, Psionic Meditation, Great Fortitude
Skills: Autohypnosis 16, Acrobatics 17, Fly 17, Intimidate 20, Knowledge (the planes) 21, Knowledge (psionics) 21, Perception 19, Spellcraft 21, Stealth 17, Survival 19, and Swim 17.

Consume Cognizance (Ex):Once per round as a standard action, a hive master may make a touch attack with its tongue and attempt to drain 1d4 points from either a victim's Intelligence, Wisdom, or Charisma score (hive master’s choice). A DC 21 Will save reduces the damage by half (round down, minimum 1). For every 2 points of Intelligence, Wisdom, or Charisma a hive master drains using this ability, the hive master adds a 1 to its Power Point pool. This benefit remains in effect for five minutes and must be used in 1 minute increments. If the victim's Intelligence, Wisdom, or Charisma scores drop to 0 due to this ability, the victim slips into a coma and cannot be revived until the ability score damage is healed (whether magically, naturally, or psionically). The DC is Intelligence-based.

A hive master may instead choose to use its consume cognizance ability as part of its normal attack with its tongue, dealing weapon damage as well as the effects of consume cognizance.

Psychic Lance (Su):

The psychanuan hive master is capable of unleashing a powerful blast of psionic energy. As a standard action, it may expend its psionic focus to strike any target it has line of sight with, dealing 10d6 damage, half of it the hive master’s energy type, the other half pure telepathic damage. This damage does not affect creatures immune to mind-affecting effects.

Implant (Ex)

The psychanuan grow their larvae inside of a living host. Implanting a larva in a host is a full-round action that provokes attacks of opportunity, and the target must be helpless. Once the larva is implanted, the victim is subject to a Domination effect. This is a psi-like ability, but the host receives no saving throw so long as the larva remains in its body. This condition normally lasts until the larva matures 1d6 weeks later, killing the host; however, the hive mind can choose to suspend the larva’s maturation indefinitely, maintaining control of the host as long as it is useful.

The larva can be removed with a DC 25 Heal check, which deals 2d6 points of damage to the host regardless of success. Any effect which removes disease can be used to destroy the larva. In addition, any effect which would dispel the domination, such as Break Enchantment, forces the larva to leave the body, dealing 2d6 points of damage.

Nightgaun7
2013-03-20, 01:46 PM
I'm not extremely knowledgeable, so I don't have a whole lot to say other than that it would give my party some serious issues. We've got a lvl 5 Barb/Warblade, a bard/swashbuckler/martial rogue, and two DMPCs that we control in battle to some extent, an elf archer and a cleric/druid. So we're not exactly optimized.

On the other hand, I think we might be able to take it as is, as long as it doesn't fly too high in the first couple of turns. I have a jump-optimized chargebarian who can crank out some nasty damage and who has Moment of Perfect Mind, so if he can avoid the mind control long enough he's OK, and our elf can pelt this thing with arrows from out of range, I think. If we know where it is and have a few rounds, Expeditious retreat on me will jack my charge distance up enough that I can get at it from out of it's psychic sense range, and with skill tricks and such I can get at it most places.

It really depends on the scenario we encounter it under, I suppose, as with all things. Once we hit level 6, though, that thing should be a lot more doable. Especially since we're getting another party member some time soon, I think.