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Terrors: Evil Psionic Outsiders
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<blockquote data-quote="Evil Josef" data-source="post: 114622" data-attributes="member: 3002"><p><strong>Chitonine</strong></p><p></p><p><span style="font-size: 15px">Chitonine</span></p><p><strong>Medium-Size Outsider (Evil)</strong></p><p><strong>Hit Dice:</strong> 5d8+5 (27 hp)</p><p><strong>Initiative:</strong> +4 (Improved Initiative)</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>AC:</strong> 18 (+8 natural)</p><p><strong>Attacks:</strong> Bite +9 melee</p><p><strong>Damage:</strong> Bite 1d6+4</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Psionics, spell-like abilities, tainted bite, summon terror</p><p><strong>Special Qualities:</strong> Damage reduction 10/+1, PR 18, terror qualities, darkvision 120 ft., scent</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +6</p><p><strong>Abilities:</strong> Str 18, Dex 10, Con 13, Int 4, Wis 15, Cha 12</p><p><strong>Skills:</strong> Hide +8, Listen +7, Move Silently +8, Spot +6</p><p><strong>Feats:</strong> Improved Initiative, Power Attack</p><p></p><p><strong>Climate/Terrain:</strong> Any land or underground</p><p><strong>Organization:</strong> Solitary, brood (2-4), or pack (5-14)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 6-10 HD (Medium-size); 11-15 HD (Large)</p><p></p><p>Born from the evil that lurks in the lands outside civilizations, chitonines (or beetle-wolves, as they are sometimes described) are the lowest and most savage form of terror creatures. They often hunt in packs along the fringes of villages and cities in the Prime Material plane or their wicked counterparts on the Plane of Shadow, howling after anything foolish enough to intrude on their territory. They can also be found in the company of more powerful terrors, serving as guards, scouts, and grunts.</p><p></p><p>Chitonines are quadroped creatures with dark, black flesh covered in thick plates of obsidian armor. Instead of a head, a snarling maw full of long, silver fangs sprouts directly from their overly large, powerfully muscled shoulders, surrounded by a ring of amber insectile eyes. Their howls sound like a collection of dogs or large cats being violently strangled.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Chitonines are vicious pack predators who use their telepathic connection to coordinate their attacks from a safe distance before surrounding their quarry and seperating their foes. If any of their foes exhibits an obvious weakness, they immediately swoop in to take advantage, cutting them off from the herd - or adventuring party, as is usually the case - and dispatching them quickly before moving on the others.</p><p></p><p><strong>Psionics (Sp):</strong> At will - <em>control light, detect psionics, feel sound,</em> and <em>see sound</em>. These abilities are as the powers manifested by a 9th-level psion.</p><p><em>Attack/Defense Modes (Sp):</em> id insinuation, psychic crush/empty mind, intellect fortress</p><p><strong>Spell-Like Abilities (Sp):</strong> At will - <em>cause fear, desecrate,</em> and <em>detect good</em>. These abilities are as the spells cast by a 9th-level sorcerer (save DC = 11 + spell level).</p><p><strong>Tainted Bite (Su):</strong> Any creature hit by a chitonine's bite attack must succeed at a Will save (DC 14) or bear the unmistakable taint of the chitonine's beings for the next 1d4 hours. For this period, the chitonine knows exactly where the tainted creature is as long as they remain within a radius of 5 miles.</p><p><strong>Summon Terror (Sp):</strong> Once per day, a chitonine can attempt to summon 1d3 more chitonines with a 35% chance of success.</p></blockquote><p></p>
[QUOTE="Evil Josef, post: 114622, member: 3002"] [b]Chitonine[/b] [size=4]Chitonine[/size] [b]Medium-Size Outsider (Evil)[/b] [b]Hit Dice:[/b] 5d8+5 (27 hp) [b]Initiative:[/b] +4 (Improved Initiative) [b]Speed:[/b] 40 ft. [b]AC:[/b] 18 (+8 natural) [b]Attacks:[/b] Bite +9 melee [b]Damage:[/b] Bite 1d6+4 [b]Face/Reach:[/b] 5 ft. by 5 ft./5 ft. [b]Special Attacks:[/b] Psionics, spell-like abilities, tainted bite, summon terror [b]Special Qualities:[/b] Damage reduction 10/+1, PR 18, terror qualities, darkvision 120 ft., scent [b]Saves:[/b] Fort +5, Ref +4, Will +6 [b]Abilities:[/b] Str 18, Dex 10, Con 13, Int 4, Wis 15, Cha 12 [b]Skills:[/b] Hide +8, Listen +7, Move Silently +8, Spot +6 [b]Feats:[/b] Improved Initiative, Power Attack [b]Climate/Terrain:[/b] Any land or underground [b]Organization:[/b] Solitary, brood (2-4), or pack (5-14) [b]Challenge Rating:[/b] 6 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral evil [b]Advancement:[/b] 6-10 HD (Medium-size); 11-15 HD (Large) Born from the evil that lurks in the lands outside civilizations, chitonines (or beetle-wolves, as they are sometimes described) are the lowest and most savage form of terror creatures. They often hunt in packs along the fringes of villages and cities in the Prime Material plane or their wicked counterparts on the Plane of Shadow, howling after anything foolish enough to intrude on their territory. They can also be found in the company of more powerful terrors, serving as guards, scouts, and grunts. Chitonines are quadroped creatures with dark, black flesh covered in thick plates of obsidian armor. Instead of a head, a snarling maw full of long, silver fangs sprouts directly from their overly large, powerfully muscled shoulders, surrounded by a ring of amber insectile eyes. Their howls sound like a collection of dogs or large cats being violently strangled. [b]COMBAT[/b] Chitonines are vicious pack predators who use their telepathic connection to coordinate their attacks from a safe distance before surrounding their quarry and seperating their foes. If any of their foes exhibits an obvious weakness, they immediately swoop in to take advantage, cutting them off from the herd - or adventuring party, as is usually the case - and dispatching them quickly before moving on the others. [b]Psionics (Sp):[/b] At will - [i]control light, detect psionics, feel sound,[/i] and [i]see sound[/i]. These abilities are as the powers manifested by a 9th-level psion. [i]Attack/Defense Modes (Sp):[/i] id insinuation, psychic crush/empty mind, intellect fortress [b]Spell-Like Abilities (Sp):[/b] At will - [i]cause fear, desecrate,[/i] and [i]detect good[/i]. These abilities are as the spells cast by a 9th-level sorcerer (save DC = 11 + spell level). [b]Tainted Bite (Su):[/b] Any creature hit by a chitonine's bite attack must succeed at a Will save (DC 14) or bear the unmistakable taint of the chitonine's beings for the next 1d4 hours. For this period, the chitonine knows exactly where the tainted creature is as long as they remain within a radius of 5 miles. [b]Summon Terror (Sp):[/b] Once per day, a chitonine can attempt to summon 1d3 more chitonines with a 35% chance of success. [/QUOTE]
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