Leaving the first three open for now, as I’m too busy to deal with them at the moment…
With these five following critters, I’m posting the whole monster (what the hell, why not.) look for anything that needs fixing, but the primary focus here should be psionics and psionic-related powers, and getting them to mesh with the Expanded PsiHB.
4.
Small Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +7
Speed: 30 ft. (6 squares), brachiation 20 ft. (good), climb 20 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Lash +3 melee (1d3-1 plus 1d6 acid)
Full Attack: 6 lashes +3 melee (1d3-1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid barbs, improved grab, psionics
Special Qualities: All-around vision, darkvision 60 ft.
Saves: Fort +1, Ref+4, Will +6
Abilities: Str 8, Dex 17, Con 11, Int 6, Wis 15, Cha 8
Skills: Climb +8, Concentration +2, Heal +4, Hide +7, Move Silently +4, Search +2, Spot +6, Survival +3
Feats: Combat Reflexes, Improved Initiative
Environment: Warm forest
Organization: Solitary or pack (7-12)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: —
THING are stalking killers among the jungle’s canopy. These arboreal hunters have 8 two-foot long tentacles ending in barbs, two of which anchor the THING to the trees while the remaining six tentacles grapple its prey. THINGs also use their tentacles to move amongst the trees, much like monkeys.
Combat
An THING prefers to attack from hiding and use its acidic tentacles to capture its prey. Should it feel pressed, it simply flees, using its brachiation movement mode to swing away to safety.
Acid Barbs (Ex): Barbs cover the last 6 inches of each of an THING's 2-foot-long tentacles. At will as a free action, the monster can cause acid to flow from these barbs. Any opponent struck by an THING's lash attack while the acid flow is active takes 1d6 points of acid damage in addition to the regular damage the attack deals. The THING can stop the acid flow at will as a free action.
Improved Grab (Ex): To use this ability, an THING must hit an opponent no more than one size category larger than itself with two lash attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Psionics (Sp): At will—burst, chameleon, elfsight, inflict pain (DC ld20+l), lesser body adjustment, lesser mindlink; 1/day—recall agony (DC ld20+7). Effective manifester level 8th. Attack/Defense Modes (Sp): At will—mind thrust, psychic crush/empty mind, intellect fortress.
All-Around Vision (Ex): The THING's eyes allow it to see in all directions at once. As a result, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked.
Skills: The THING receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
5.
Large Magical Beast
HitDice: 7d10+28 (66 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +7/+17
Attack: Claw +12 melee (1d8+6)
Full Attack: 2 claws +12 melee (1d8+6) and bite +10 melee 1ld6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d8+9, darkvision 60 ft., improved grab, low-light vision, power drain
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 19, Cha 7
Skills: Intimidate +6, Listen +6, Spot +8, Swim +14
Feats: Alertness, Multiattack, Power Attack
Environment: Temperate and warm forests
Organization: Solitary, pair, family (1-2 adults plus 2-4 cubs)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-21 HD (Large)
Level Adjustment: —
THINGs are fierce bear-like beasts that roam the forests. Like bears, THINGs are territorial and rear up on their hind legs when threatened. Unlike their mundane cousin, THINGs feed on psionic power by catching psions in a bear hug and draining their power.
Combat
A hungry THING attempts to grab its foe in a bear hug and drain its psionic energy. After draining its opponent dry of power points, the THING kills it, drags the corpse to a secluded area, and settles down to consume the rest of its meal.
If threatened or startled when it is not especially hungry, a THING rears up on its hind legs and tries to intimidate its opponent into fleeing. It often chases creatures that flee from it to ensure that they leave its territory. In such cases, the THING usually does not bother to run the interlopers to ground and slay them.
Constrict (Ex): With each successful grapple check, a THING deals 3d8+9 points of bludgeoning damage.
Improved Grab (Ex): To use this ability, a THING must hit an opponent at least one size category smaller than itself with both claw attacks. 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 constrict and use its power drain ability.
Power Drain (Ex): A THING automatically drains 1d4+1 psionic power points per round from a held opponent. This effect cannot be negated by psionic defense modes.
Skills: The THING gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
6.
Huge Plant
Hit Dice: 16d8+80 (152 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 10 (-2 size, +2 natural), touch 8, flat-footed 10
Base Attack/Grapple: +12/+29
Attack: Root slam +19 melee touch (1d6+10)
Full Attack: Root slam +19 melee touch (1d6+10)
Special Attacks: Blood roots, improved grab, psionics, usurp powers
Special Qualities: Low-light vision, plant traits
Saves: Fort +15, Ref +5, Will +3
Abilities: Str 29, Dex 10, Con 20, Int 17, Wis 3, Cha 16
Skills: Disguise +22, Hide +11, Listen +17, Move Silently +19, Spot +17
Feats: Alertness, Combat Manifestation, Disarm Mind, Iron Will, Mental Adversary, Power Penetration
Environment: Any forest or swamp
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: —
THINGs are tree-like plants of huge proportions with knobby protrusions and extensive roots. These cleaver mimics thrive on blood, particularly the blood of psions. The THING feeds by embedding its roots into its vicitm’s veins, and uses its victim’s sensory devices and psionic powers to perceive the surroundings.
Combat
Once it has lured its prey close with its domination power, the THING grabs its victim and insert its roots to feed. If threatened, it uses psionic attacks to fend off enemies. A THING that has thralls can also direct those creatures to protect it.
Blood Roots (Ex): With a successful grapple check, the THING can insert its roots into the bloodstream of a grabbed creature, dealing 3d6 points of damage from blood drain as it begins to feed. The victim must immediately make a successful Fortitude saving throw (DC 23) or be paralyzed by the THING's sap. Each day thereafter that the THING's roots remain embedded, the victim takes another 3d6 points of damage from blood drain. A THING that is feeding cannot use its roots to attack. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a THING must hit an opponent at least one size category smaller than itself with its root slam 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 use its blood roots ability.
Psionics (Sp): At will—domination (DC ld20+7), false sensory input (DC ld20+6), feel light, feel sound, mindlink, thrall (DC ld20+12). Effective manifester level 20th. Attack/Defense Modes (Sp): At will—mind thrust/all.
Usurp Powers (Su): Once a THING embeds its roots into a victim, it can use that creature's sensory capabilities and psionic powers as though they were its own (no saving throw).
7.
Tiny Vermin (Swarm)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +0/—
Attack: Swarm (1d6 plus 1d8 electricity)
Full Attack: Swarm (1d6 plus 1d8 electricity)
Space/Reach: 10 ft./—
Special Attacks: Distraction (DC 11), electrical charge, electrical jolt
Special Qualities: Darkvision 60 ft., psychic static, resistance to electricity 15, swarm traits, vermin traits
Saves: Fort +3, Ref+3, Will +2
Abilities: Str 2, Dex 17, Con 11, Int —, Wis 14, Cha 1
Skills: —
Feats: —
Environment: Any forest or swamp
Organization: Swarm, cloud (3-7 swarms), or plague (11-20 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Tiny)
Level Adjustment: —
THING are moth-like insects with harden shells and long gossamer wings that intermittently surge blue with electricity. Attracted by psionic power and crystals, THING attack en swarm, using their long tails to deliver their electric shock.
Combat
THINGs fly into battle as swarms, lashing their opponents with their tails and attempting to release their electrical jolts as often as possible. Their psychic static effect makes it nearly impossible for most psions to fight them.
Distraction (Ex): Any living creature vulnerable to a THING swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 11 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Electrical Charge (Su): A THING swarm can use the biocurrent ability at will (effective manifester level 1st). It need not concentrate to use this ability.
Electrical Jolt (Ex): A THING swarm deals Id8 points of electricity damage with a swarm attack.
Psychic Static (Su): A psion or psychic warrior must spend 1 extra power point to manifest any psionic ability if a THING swarm is within 100 feet at the time. For each additional THING swarm within 100 feet, 1 additional power point is required.
8.
Medium Magical Beast
Hit Dice: 6dl0+12(45 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +3 natural, +4 Inertial Armor), touch 13, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (2d6+4)
Full Attack: 2 claws +10 melee (2d6+4) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, psionics, rake ld8+2, sonic blast
Special Qualities: Blindsense 100 ft., darkvision 60 ft., immunity to sonic, low-light vision, psychic pounce
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 19, Dex 16, Con 15, Int 14, Wis 13, Cha 10
Skills: Hide +11*, Knowledge (nature) +3, Listen +10, Move Silently +12, Spot+10
Feats: Improved Initiative, Inertial Armor, Quicken Power
Environment: Temperate and warm forest and jungle
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-14 HD (Medium); 15-18 HD (Large)
Level Adjustment: —
THING is an intelligent breed of big cat that stalks the jungles. Its black-striped green coat helps the THING blend in with its lush, verdant environment. They are solitary by nature, and it is rumored that THING can speak.
Combat
A THING attacks only when hunting or when provoked. It prefers to use a combination of psionic and physical attacks to bring down its prey.
Improved Grab (Ex): To use this ability, a THING must hit an opponent of its own size category or smaller 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 rake.
Psionics (Sp): At will—control sound (DC 1d20+5), feather fall (DC 1d20+4); 3/day—cone of sound (DC 1d20+5), control air (DC 1d20+4), hypercognition, invisibility (DC 1d20+4), see invisibility; 1/day—inflict pain (DC 1d20+2). Manifester level 12th. Attack/Defense Modes (Sp): At will—all/all.
Rake (Ex): If the THING successfully grabs someone, it can make two rake attacks (+10 melee) with its hind legs for ld8+2 points of damage each. The THING can't use psychic pounce and make rake attacks in the same round.
Sonic Blast (Ex): As a full-round action, a THING can emit a powerful cone of sonic energy. It can vary the size of the cone from 10 feet to 75 feet. Each living creature in the area must make a successful Reflex save (DC 15) or take 5dl0 points of sonic damage. This ability is usable once every 1d4 rounds. The save DC is Constitution-based.
Blindsense (Ex): A THING notices and locates creatures it cannot see by sonar. Such opponents still have 100% concealment against it.
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.
Skills: *Because of the coloration of its fur, a THING gains a +10 racial bonus on Hide checks in forested areas and in dark or low-light conditions.