BOZ
Creature Cataloguer
Knight Otu said:#6
Psi-Like Abilities: At will—false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; DC 23*), synesthete. Manifester level 20th.
*Includes augmentations for the THING's manifester level.
Domination can still gain more targets or longer duration.
Do you think something more needs to be added?
Also, we need “The save DCs are Charisma-based.”

Everything else looks fine.
Knight Otu said:#8
I think Quicken Power also needs replacing (unusable for the creature, would need Quicken Spell-like ability). Replacement feats: Dodge, Psionic Dodge? (not really great, granted)
Would Quicken Spell-Like Ability be a bad idea? I’ll add the Dodge feat as a replacement for Inertial Armor.
does the Psychic Pounce look OK?
Psychic Pounce (Ex): If a THING charges a foe or manifests any of its psionic abilities, it can make a full attack, including two rake attacks.
9.
BOZ said:Celestial Song (Su): When incubating an egg, the THING sings a beautiful song to its offspring. The sound of the song cures 1 hit point of damage per round to anyone within 120-ft. radius who has a positive Piety modifier and causes 1 point of damage per round to anyone with a negative Piety modifier if he fails a Peity check (DC 25).
Knight Otu said:I'd use the hearer's alignment. Good, 2d6 healing. Evil, 2d6 damage, Will negates.
hearer’s alignment does make sense. Those values might be a bit high, however, considering that this is a continuous effect. How about a change as follows:
Celestial Song (Su): When incubating an egg, a THING sings a beautiful song to its offspring, which can also affect on other creatures within a 120-foot radius. All creatures of good alignment within the radius that can hear the song are cured of 1 point of damage. All creatures of evil alignment within the radius that can hear the song must succeed on a DC 22 Will(?) save each round or take 1 point of damage. The save DC is Charisma(?)-based.
10.
any thoughts on that creature’s (queries 9-11) magic item?
THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s
Knight Otu said:11.
Hover, Snatch, Wingover? (turning snatch into a feat)
Yeah, after looking at it, the Snatch attack is really just the same as the feat. Easy enough! It also eliminates the need for Improved Grab doesn’t it?
Knight Otu said:#12 Improved Bull Rush, Awesome Blow.... thinking about more later....
OK, that’s two… and good idea, as I was thinking of those myself.
Some additional ideas for the other 6, let me know what you think of these:
Acrobatic, Alertness, Animal Affinity, Athletic, Combat Expertise, Dodge, Endurance, Great Cleave, Improved Critical (claws), Improved Grapple, Improved Initiative, Improved Overrun, Track, Weapon Focus (claws or rocks)
Or maybe some Epic feats?
More new ones:
13.
does Merge With Forest look like it needs to be fixed at all?
Needs some ideas for feats, too.
Large Fey
Hit Dice: 10d6+10 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d6+6)
Full Attack: 2 claws +10 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rend 4d6+9, strength loss
Special Qualities: Damage reduction 5/cold iron, low-light vision, merge with forest
Saves: Fort +4, Ref +8, Will +10
Abilities: Str 23, Dex 13, Con 12, Int 10, Wis 16, Cha 12
Skills: Diplomacy +3, Handle Animal +9, Hide +10*, Intimidate +10*, Knowledge (nature) +10, Listen +13*, Move Silently +10*, Ride +3, Search +8, Sense Motive +11, Spot +13*, Survival +8 (+10 following tracks, +10 aboveground)
Feats: Alertness (PLUS 3)
Environment: Any forest
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 11-20 HD (Large)
Level Adjustment: —
THINGs are around 9 feet to 10 feet tall but tend to hunch down, somewhat like apes. They are covered in green grass-like and leaf-like hair, and thick greenish-brown, bark-like skin. THINGs are primal defenders of the forest, though they spend most of their lives hidden deep within the woodland and are seen only rarely. They favor sacred groves as homes, but can be found in any forest.
Although THINGs cannot speak, they are highly empathic and can easily understand the feelings and attitudes of other creatures that attempt to communicate with them.
Combat
THINGs are relatively peaceful creatures, and will not attack without warning. A THING whose home forest is being damaged, or even severely disturbed, will first attempt to intimidate the intruders with a great howl and a display of its monstrous claws. If they do not immediately apologize and begin to leave the forest, the THING will become angered. An angered THING will attack the largest or strongest-looking opponent, striking it with both claws and attempting to get a good grip on it to simply rip it in two.
Improved Grab (Ex): To use this ability, a THING must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A THING that is grappling an opponent can latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 4d6+9 points of damage.
Strength Loss (Su): Any creature subject to a THING’s rend attack must succeed on a Fortitude save (DC 10 + rend damage suffered) or take 1d6 points of Strength damage.
Merge with Forest (Su): As a full-round action, a THING in a forest may simply fade away into the nearest tree, merging its essence with the entire woodland. Nothing short of destroying the entire forest can injure the THING when it is in its merged state. It is able to regenerate damage while merged, at a rate of 1 hit point per minute, and may not re-emerge until fully regenerated. Re-emerging is also a full-round action, with the THING appearing from any tree in its home forest.
Skills: *A THING has a +4 racial bonus on Hide, Intimidate, Listen, Move Silently and Spot checks when in any forested area.
14.
and some feats for this one also (yes, I know I need to fix the type):
Huge Beast
Hit Dice: 10d8+60 (105 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +10/+23
Attack: Bite +15 melee (2d8+7)
Full Attack: Bite +15 melee (2d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Gnash, improved grab
Special Qualities: Scent
Saves: Fort +13, Ref +6, Will+3
Abilities: Str 20, Dex 9, Con 22, Int 2, Wis 10, Cha4
Skills: Listen +7, Spot +6
Feats: 4
Environment: Warm forest
Organization: Solitary or herd (2-9)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: —
THING are large reptilian creatures about 20 feet long from tip to tail in a typical adult, with rounded snouts and thick, splayed legs. Their size, strength, stamina, even temper and low center of gravity make them useful as military mounts and beasts of burden, their bellies barely hover above the ground as they move. Two Medium-size humanoids can ride on a THING's back at any time. They are hardy enough to function well in any kind of environment and climate except the sub-arctic and it is not at all unusual to see THING plodding through jungles and deserts alike.
Only three disadvantages prevent these creatures from ubiquitous service in armies all around the world. First, they are slow and not useful to armies looking to travel light and move quickly. They are also quite expensive to acquire; because they are so large and strong and because they occur naturally in impenetrable jungle and swamps, capturing them is a difficult proposition. They have never been bred in captivity. THING are also expensive to maintain, since they require large amounts of forage.
Combat
THING are incapable of performing a trample attack because they simply cannot move fast enough. THING do not so much gallop as they do plod, otherwise all normal rules for mounted combat apply when using a THING as a mount.
THING are placid by nature and are loathe to attack in combat unless they have first been attacked themselves, even when their riders plunge them into the midst of battle. If provoked into melee, however, they bite with their massive jaws.
Gnash (Ex): On a successful grapple check, a THING shakes the victim back and forth. This attack deals automatic bite damage each round until the victim breaks free, the THING is slain, or the victim dies.
Improved Grab (Ex): To use this ability, a THING must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can gnash its opponent.