Looks like some kind of bonus vs ranged (like protection from arrows?) and maybe a deflection bonus. But rather than deflection, I honestly like concealment for these better, because they're only partly there (like a displacer beast, I guess).
Concealment works too. I'd be happy with either.
Sorry I neglected this thread for a while, folks, I've been a bit up and down lately. Some points:
- 4 HD Outsider (Extraplanar) works for me.
- Yes, their speed is about that of a human, so that works.
- Their Defense seems mostly deflection-based, as well as a bonus against mental effects (psionics resistance, perhaps?).
- If we go by the Montauk Monster they are so closely related to, their unarmed strikes should deal extra points of fire and electricity damage; since they are weaker, however, I think we could just drop it to one or the other.
I was interpreting the bonus against mental effects as just meaning a high Wisdom score. Psionic Resistance would be fine, plenty of Outsiders have SR so why not give it the equivalent - maybe PR 13?
Does PR also protect against spells in d20 Modern like it does in D&D?
As for the Montauk monster, these creatures are more out of phase human bodies than "creature of pure energy" so I wouldn't give them the Montauk's bonus fire and electricity damage. I wouldn't mind copying the Montauk's fuse attack, though:
Fuse (Su): Once every 1d4 rounds, a montauk monster can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the montauk monster’s Hit Dice + its Charisma modifier) or be fused with the object and instantly killed. The object’s hardness drops by 2 after the fusion, regardless of the creature’s nature or physical makeup. Such an object continues to function normally, but it is usually cosmetically grotesque, with fleshy fingers or a portion of a face projecting from its surface.
That's too nasty to pass up on.
We also need to do something about their ability to phase in and out of reality. I would think adapting Ethereal Jaunt would be the way to go:
Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the
ethereal jaunt spell (caster level 15th).