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Tindalorian (enhanced caterwaul)
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<blockquote data-quote="Devon" data-source="post: 1040246" data-attributes="member: 1446"><p><strong>the psionic tindalorian</strong></p><p></p><p>Psionic Tindalorian</p><p>(Heightened Psionic Quickened Corrupted Caterwaul)</p><p>Medium-Size Aberration (Heightened, Quickened)</p><p>Hit Dice: 4d12+24 (50 hp)</p><p>Initiative: +10 (Dex)</p><p>Speed: 75 ft (on two legs) or 120 ft (on four legs), climb 30 ft</p><p>AC: 30 (+10 Dex, +10 natural); touch 20, flat-footed 20</p><p>BAB/Grapple: +4/+9</p><p>Attack: Claw +14 melee</p><p>Full Attack: 2 claws +14 melee, bite +7 melee</p><p>Damage: Claw 1d6+5 plus 2 vile damage, bite 1d8+2 plus 2 vile damage</p><p>Face/Reach: 5 ft /5 ft</p><p>Special Attacks: Psionic powers, screech, disruptive attack, enhanced power, pounce, improved grab, rake</p><p>Special Qualities: Haste, evasion, damage resistance 5/+1, increased speed, fast healing 2, immunities, sonic resistance 10, darkvision 60 ft, low-light vision, telepathy, scent</p><p>Saves: Fort +10, Ref +12, Will +2</p><p>Abilities: Str 20 (+5), Dex 30 (+10), Con 23 (+6), Int 9 (-1), Wis 12 (+1), Cha 6 (-2)</p><p>Skills: Balance +16, Climb +17, Hide +14*, Jump +12, Listen +8, Move Silently +17, Spot +8</p><p>Feats: Multiattack, Combat reflexes, Dodge, Mobility, Weapon finesse (claws)</p><p>Climate/Terrain: any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 12</p><p>Treasure: No coins; double goods (gems only); no items</p><p>Alignment: Always chaotic evil</p><p>Advancement: 5-12 HD (Medium-size)</p><p></p><p>A tindalorian is a malevolent, bipedal feline creature. It has short mottled black and midnight blue fur, mismatched reddish eyes, and a long, crooked catlike tail. Its visage is particularly feral and twisted, with immense brows turning almost to points, and gnarled bone spurs under the skin of its elbows, back, and shoulders. Its teeth are snaggled and horrible, and its long claws are serrated. It seems to move in quick bursts, and its muscles are tight and knotted beneath its fur.</p><p></p><p>The psionic variety of tindalorian has two rows of glassy black growths along its back, resembling spider eyes.</p><p></p><p>COMBAT</p><p>A psionic tindalorian begins combat by utilizing its screech attack. After that, it uses its claws and bite attacks each round, using psionic abilities to maneuver into more advantageous flanking positions, occasionally dropping itself onto foes with a cunningly placed dimension door, and then flying out of range to use another screech attack. A psionic tindalorian will fight to the death.</p><p></p><p>Psionic Powers (Sp): At will – detect thoughts, dimension door, fly. These abilities are as powers manifested by a 4th-level psion.</p><p></p><p>Psionic Attack/Defense Modes (Sp): At will – ego whip, mind thrust / empty mind, mental barrier.</p><p></p><p>Screech (Su): 3/day, 60-foot spread, a psionic tindalorian can emit a high-pitched screech that deals 1d8 points of damage to anyone hearing it. A successful Fortitude save (DC 22) negates the damage. Save based on Constitution.</p><p></p><p>Evasion (Ex): If exposed to any effect that normally allows a Reflex saving throw for half damage, a psionic tindalorian takes no damage with a successful saving throw.</p><p></p><p>Haste (Ex): Once per day, a psionic tindalorian can haste itself as the spell cast by a 4th-level sorceror.</p><p></p><p>Disruptive Attack (Su): A psionic tindalorian deals additional vile damage (see BoVD, Chapter 2) when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice.</p><p></p><p>Enhanced Power (Su): The save DCs of any and all of a psionic tindalorian's special attacks increase by +4.</p><p></p><p>Fast Healing 2 (Ex): Each round, a psionic tindalorian heals damage equal to half of its Hit Dice (maximum of 10 points healed).</p><p></p><p>Pounce (Ex): If a psionic tindalorian leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p>Improved Grab (Ex): To use this ability, a psionic tindalorian must hit with its bite attack. If it gets a hold, it can rake with its claws.</p><p></p><p>Rake (Ex): A psionic tindalorian that gets a hold can make two rake attacks (+14 melee) with its claws for 1d6+5 damage each.</p><p></p><p>Increased Speed (Ex): A psionic tindalorian can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score (roughly 2 minutes). After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, a psionic tindalorian cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (75 ft.).</p><p></p><p>It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook).</p><p></p><p>Immunities: A psionic tindalorian is immune to acid and poison.</p><p></p><p>Telepathy (Su): A psionic tindalarian can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p>Skills: A psionic tindalorian receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.</p></blockquote><p></p>
[QUOTE="Devon, post: 1040246, member: 1446"] [b]the psionic tindalorian[/b] Psionic Tindalorian (Heightened Psionic Quickened Corrupted Caterwaul) Medium-Size Aberration (Heightened, Quickened) Hit Dice: 4d12+24 (50 hp) Initiative: +10 (Dex) Speed: 75 ft (on two legs) or 120 ft (on four legs), climb 30 ft AC: 30 (+10 Dex, +10 natural); touch 20, flat-footed 20 BAB/Grapple: +4/+9 Attack: Claw +14 melee Full Attack: 2 claws +14 melee, bite +7 melee Damage: Claw 1d6+5 plus 2 vile damage, bite 1d8+2 plus 2 vile damage Face/Reach: 5 ft /5 ft Special Attacks: Psionic powers, screech, disruptive attack, enhanced power, pounce, improved grab, rake Special Qualities: Haste, evasion, damage resistance 5/+1, increased speed, fast healing 2, immunities, sonic resistance 10, darkvision 60 ft, low-light vision, telepathy, scent Saves: Fort +10, Ref +12, Will +2 Abilities: Str 20 (+5), Dex 30 (+10), Con 23 (+6), Int 9 (-1), Wis 12 (+1), Cha 6 (-2) Skills: Balance +16, Climb +17, Hide +14*, Jump +12, Listen +8, Move Silently +17, Spot +8 Feats: Multiattack, Combat reflexes, Dodge, Mobility, Weapon finesse (claws) Climate/Terrain: any land or underground Organization: Solitary Challenge Rating: 12 Treasure: No coins; double goods (gems only); no items Alignment: Always chaotic evil Advancement: 5-12 HD (Medium-size) A tindalorian is a malevolent, bipedal feline creature. It has short mottled black and midnight blue fur, mismatched reddish eyes, and a long, crooked catlike tail. Its visage is particularly feral and twisted, with immense brows turning almost to points, and gnarled bone spurs under the skin of its elbows, back, and shoulders. Its teeth are snaggled and horrible, and its long claws are serrated. It seems to move in quick bursts, and its muscles are tight and knotted beneath its fur. The psionic variety of tindalorian has two rows of glassy black growths along its back, resembling spider eyes. COMBAT A psionic tindalorian begins combat by utilizing its screech attack. After that, it uses its claws and bite attacks each round, using psionic abilities to maneuver into more advantageous flanking positions, occasionally dropping itself onto foes with a cunningly placed dimension door, and then flying out of range to use another screech attack. A psionic tindalorian will fight to the death. Psionic Powers (Sp): At will – detect thoughts, dimension door, fly. These abilities are as powers manifested by a 4th-level psion. Psionic Attack/Defense Modes (Sp): At will – ego whip, mind thrust / empty mind, mental barrier. Screech (Su): 3/day, 60-foot spread, a psionic tindalorian can emit a high-pitched screech that deals 1d8 points of damage to anyone hearing it. A successful Fortitude save (DC 22) negates the damage. Save based on Constitution. Evasion (Ex): If exposed to any effect that normally allows a Reflex saving throw for half damage, a psionic tindalorian takes no damage with a successful saving throw. Haste (Ex): Once per day, a psionic tindalorian can haste itself as the spell cast by a 4th-level sorceror. Disruptive Attack (Su): A psionic tindalorian deals additional vile damage (see BoVD, Chapter 2) when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice. Enhanced Power (Su): The save DCs of any and all of a psionic tindalorian's special attacks increase by +4. Fast Healing 2 (Ex): Each round, a psionic tindalorian heals damage equal to half of its Hit Dice (maximum of 10 points healed). Pounce (Ex): If a psionic tindalorian leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, a psionic tindalorian must hit with its bite attack. If it gets a hold, it can rake with its claws. Rake (Ex): A psionic tindalorian that gets a hold can make two rake attacks (+14 melee) with its claws for 1d6+5 damage each. Increased Speed (Ex): A psionic tindalorian can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score (roughly 2 minutes). After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, a psionic tindalorian cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (75 ft.). It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook). Immunities: A psionic tindalorian is immune to acid and poison. Telepathy (Su): A psionic tindalarian can communicate telepathically with any creature within 100 feet that has a language. Skills: A psionic tindalorian receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. [/QUOTE]
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