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Terrors: Evil Psionic Outsiders
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<blockquote data-quote="Evil Josef" data-source="post: 114624" data-attributes="member: 3002"><p><strong>Thingling</strong></p><p></p><p><span style="font-size: 15px">Thingling</span></p><p><strong>Medium-Size Outsider (Evil)</strong></p><p><strong>Hit Dice:</strong> 11d8+33 (82 hp)</p><p><strong>Initiative:</strong> +6 (+2 Dex, +4 Improved Initiative) </p><p><strong>Speed:</strong> 30 ft.</p><p><strong>AC:</strong> 18 (+2 Dex, +6 natural)</p><p><strong>Attacks:</strong> 2 claws +15 </p><p><strong>Damage:</strong> Claw 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, soul drain, summon terror</p><p><strong>Special Qualities:</strong> Damage reduction 20/+2, PR 24, terror qualities, darkvision 120 ft.</p><p><strong>Saves:</strong> Fort +9, Ref +9, Will +8</p><p><strong>Abilities:</strong> Str 18, Dex 14, Con 17, Int 13, Wis 13, Cha 16 </p><p><strong>Skills:</strong> Climb +18, Remote View +9, Hide +16, Concentration +11, Listen +15, Move Silently +16, Psicraft +15, Spot +15</p><p><strong>Feats:</strong> Improved Initiative, Psionic Fist, Unavoidable Strike</p><p></p><p><strong>Climate/Terrain:</strong> Any land or underground</p><p><strong>Organization:</strong> Solitary, brood (2-5), or nest (5-14)</p><p><strong>Challenge Rating:</strong> 11</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 11-15 HD (Medium-size); 16-25 HD (Large)</p><p></p><p>The most numerous agents of the terror outsiders, thinglings are created specifically for pursuing the will of the brood-thing that spawned them - or whatever darker, more sinister, and more powerful evil lurks even farther behind the veil of existence. Whenever they are found on the Prime Material plane, it is certain they are performing some vile goal with a single-minded determination.</p><p></p><p>Thinglings are humanoid creatures covered in barbed chitinous plates ranging in color between the brown sheen of a cockroach's back, the shimmering black of a raven's plummage, and the sickly green of a mold. Their heads are covered with a random smattering of dull gold oval eyes, and their mouths are only small slits, lined with tiny sharp teeth.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Thinglings use all the powers at their beck and call to first confuse, then terrify, and finally seperate their opponents. Through their <em>remote viewing</em> and <em>teleporting</em> ability, they seem also inescapable. Those who intrude into the areas they guard are most unfortunate and moreso are those they are tasked to hunt down.</p><p></p><p><strong>Psionics (Sp):</strong> At will - <em>brain lock, chameleon, conceal thoughts, detect psionics, expansion, glide, mind probe, nondetection, remote viewing</em> and <em>teleport without error</em> (self plus 50 pounds of objects only). These abilites are as the powers manifested by a 13th-level psion.</p><p><em>Attack/Defense Modes (Sp):</em> At will - all/all. </p><p><strong>Spell-Like Abilities (Sp):</strong> At will - <em>deeper darkness, desecrate, detect good, dispel good,</em> and <em>magic circle against good.</em> These abilities are as the spells cast by a 13th-level sorcerer (save DC = 13 + spell level).</p><p><strong>Soul Drain (Su):</strong> A thingling can draw the living essence out of a living victim by making a successful grapple check. If it pins the foe, it lures the life out of its victim with its dark energies, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. When the victim reaches 0 Constitution, it dies, and rises again as a terrible creature (see the template later in this thread) in 2d4 rounds. A creature that has undergone this transformation can only be restored by means of <em>psychic chirurgery</em>, and only if they are restored within 2d4 weeks. Otherwise, they are lost forever to the terrors.</p><p><strong>Summon Terror (Sp):</strong> Once per day, a thingling can attempt to summon 2d4 chitonines, or 1d2 other thinglings, with a 35% chance of success.</p></blockquote><p></p>
[QUOTE="Evil Josef, post: 114624, member: 3002"] [b]Thingling[/b] [size=4]Thingling[/size] [b]Medium-Size Outsider (Evil)[/b] [b]Hit Dice:[/b] 11d8+33 (82 hp) [b]Initiative:[/b] +6 (+2 Dex, +4 Improved Initiative) [b]Speed:[/b] 30 ft. [b]AC:[/b] 18 (+2 Dex, +6 natural) [b]Attacks:[/b] 2 claws +15 [b]Damage:[/b] Claw 1d6+4 [b]Face/Reach:[/b] 5 ft. by 5 ft./5 ft. [b]Special Attacks:[/b] Psionics, spell-like abilities, soul drain, summon terror [b]Special Qualities:[/b] Damage reduction 20/+2, PR 24, terror qualities, darkvision 120 ft. [b]Saves:[/b] Fort +9, Ref +9, Will +8 [b]Abilities:[/b] Str 18, Dex 14, Con 17, Int 13, Wis 13, Cha 16 [b]Skills:[/b] Climb +18, Remote View +9, Hide +16, Concentration +11, Listen +15, Move Silently +16, Psicraft +15, Spot +15 [b]Feats:[/b] Improved Initiative, Psionic Fist, Unavoidable Strike [b]Climate/Terrain:[/b] Any land or underground [b]Organization:[/b] Solitary, brood (2-5), or nest (5-14) [b]Challenge Rating:[/b] 11 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral evil [b]Advancement:[/b] 11-15 HD (Medium-size); 16-25 HD (Large) The most numerous agents of the terror outsiders, thinglings are created specifically for pursuing the will of the brood-thing that spawned them - or whatever darker, more sinister, and more powerful evil lurks even farther behind the veil of existence. Whenever they are found on the Prime Material plane, it is certain they are performing some vile goal with a single-minded determination. Thinglings are humanoid creatures covered in barbed chitinous plates ranging in color between the brown sheen of a cockroach's back, the shimmering black of a raven's plummage, and the sickly green of a mold. Their heads are covered with a random smattering of dull gold oval eyes, and their mouths are only small slits, lined with tiny sharp teeth. [b]COMBAT[/b] Thinglings use all the powers at their beck and call to first confuse, then terrify, and finally seperate their opponents. Through their [i]remote viewing[/i] and [i]teleporting[/i] ability, they seem also inescapable. Those who intrude into the areas they guard are most unfortunate and moreso are those they are tasked to hunt down. [b]Psionics (Sp):[/b] At will - [i]brain lock, chameleon, conceal thoughts, detect psionics, expansion, glide, mind probe, nondetection, remote viewing[/i] and [i]teleport without error[/i] (self plus 50 pounds of objects only). These abilites are as the powers manifested by a 13th-level psion. [i]Attack/Defense Modes (Sp):[/i] At will - all/all. [b]Spell-Like Abilities (Sp):[/b] At will - [i]deeper darkness, desecrate, detect good, dispel good,[/i] and [i]magic circle against good.[/i] These abilities are as the spells cast by a 13th-level sorcerer (save DC = 13 + spell level). [b]Soul Drain (Su):[/b] A thingling can draw the living essence out of a living victim by making a successful grapple check. If it pins the foe, it lures the life out of its victim with its dark energies, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. When the victim reaches 0 Constitution, it dies, and rises again as a terrible creature (see the template later in this thread) in 2d4 rounds. A creature that has undergone this transformation can only be restored by means of [i]psychic chirurgery[/i], and only if they are restored within 2d4 weeks. Otherwise, they are lost forever to the terrors. [b]Summon Terror (Sp):[/b] Once per day, a thingling can attempt to summon 2d4 chitonines, or 1d2 other thinglings, with a 35% chance of success. [/QUOTE]
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