Enhancement dde to do so (no power check is required).
Otherwise, the girding remains in place until
Power Score: Wis -3 the psionicist runs out of PSPs. That means a
initial Cost: 30 psionicist who's unconscious or sleeping could
Maintenance Cost: 8/round awaken to find all his psionic strength girded
Range:
Preparation Time: 0 away. If the psionicist wishes to reestablish a
4rea of Effect: 5 gird that he discontinued, he must makea new
Prerequisites: personal
6th level power check.
Power Score-No other effect.
20-The gird attempt disrupts the power.
This power yields the same results as the Intensify
Meditative Focus proficiency, in less time.
When a psionicist learns this power, he selects Power Score: Affected - 3
one discipline to enhance. As long as he main- Initial Cost: Wincrease
tains the enhancement power, all of his power Maintenance Cost: l/round
scores within the chosen discipline are in-
creased by two. At the same time, all other Range: 0
Jower scores are reduced by one. Preparation Time: Wincrease
Area of Effect: wrsonal
Power Score-Other scores are not re- Prerequisites: rd level
ked.
Intensify allows the psionicist to improve
20-All power scores in the chosen disci- either his Constitution, his Intelligence, or his
pline are reduced by one for 24 hours. Wisdom for psionic applications. To improve
one-for psionic purposes only-he -must
Gird weaken the other two-for all purposes. Each
point of increase in the targeted ability de-
Power Score: Int -3
Initial Cost: 0 creases the other two abilities by the same
Maintenance Cost: 2 x maintenance amount. In addition, each point of incre
Range: 0 costs 5 PSPs.
Preparation Time: 0 For example, Zenita is a psionidst with C
Area of Effect: personal
Prerequisites: 3rd level 15,Int 16, and Wis 17. She.wantsto intensify
her Intelliienceby 4 points. To do so, she must
Each time a psionicist girds another power, spend 20 PSPs initially (5 PSPs for each bonus
he can maintain that power automatically- point of Intelligence). Her Intelligence is raised
i.e., without mental concentration. Thus, a 4 points to 20. Meanwhile, her Constitution
psionicist who is maintaining only girded and Wisdom scores drop 4 points (to 11and
powers can sleep without disrupting those
powers. 13, respectively). The increase in Intelligence
affects psionic powers only. The drop in Con-
To use gird, the psionicist must first initiate stitutionand Wisdom affectseverythingappli-
and maintain the power he intends to affect.
Then he must make a girding power check. If cable except psionic strength points: psionic
he succeeds, he automatically pays twice the power scores, hps, system shock rolls, saving
normal maintenance cost for the girded throws, spell bonuses, spell failure, etc.
power-or a minimum of 1PSP per hour. To
A psionicist can raise an ability score to a
remove the girdmg, he must consciously de- maximum of 25, provided he has enough PSPs
and no other score is reduced below zero.
98 Chapter Eight
...
,
Power Score-The character's ability is Martlal Trance
raised to the level he intended, but the cost of
this power is reduced to 3 PSPs per increased Power Score: Wis -3
point. Initial Cost: 7
Maintenance Cost: 0 (free
20-The psionicist must make a system Range:
shock roll or the ability he intended to boost Preparation Time: 1
decreases by 1point for 24 hours. Area of Effect:
Prerequisite:
Magnify
In somesituations, the psionicis
Power Score: Wis -5
Initial Cost: 25 X magnification useful to enter a trance before engaging in psi-
Maintenance Cost: magnification/round onic combat. This trance focuses the charac-
Range: ter's complete attention on his psionic activity
Preparation Time: 0
Area of Effect: and tunes out all other distractions. While in
Prerequisites: 5 the trance, he gains a +1bonus on all o
personal Telepathy scores (all powers in the discipl
6th level
The martial trance ends whenever the c
Magnify allows the psionicist to magnify acter chooses to end it. It is not deep; the char-
acter is brought out of it by any blow, shake,
the effects of another power in all conceivable
or slap. His attention is completely occupied,
ways-e.g., double damage, double range,
double modifiers, and so on. However, the af- so any melee attack against him hits automati-
cally and causes maximum damage.
fected power's initial cost is proportionately
magnified, as is its maintenance cost. Power Score-He manages to maintain
enough awareness to dodge melee attacks.
The psionicist initiates the magnify power
20-No other effect.
first. At the same time, he must designate
Prolong
which power he intends to improve. Unless he
Power Score: Con -4
maintains the magnification, he must immedi- Initial cost: 5
ately use the power he wishes to improve (in Maintmance Cost: t/round
Range: 0
the same round). Otherwise he can maintain Preparation Time: 0
the magnification until he uses the affected Area of Effect: personal
power (a costly endeavor). Once the power Prerequisite: 4th level
has been performed, magnify must be reini-
When thispower is in effect, the range of all P
tiated to perform again. powers is in& by 50%,as is the radius of
The amount of magNfication depends upon their areas of effect.Thishasno effect on powers
with a range of zero or individual, nor does it al-
the psionicist's level, as follows:
ter personal, or singleitem areas of effect. It
Levels 6-10 x2 I does alter powers that affect a quantity of stuff;
Levels 11-15 x3 '
Levels 16-20 prolonged disintegration, for example, destroys
x4 up to 12 cubic feetof material instead of 8.
Power Score-The magnification factor is Power Score-The increase is 100%.
one greater, with no additional cost. 20-All rangedareas of effect are halved
20-The affected power becomes inopera- for ld4 hot&..
tive for a day.
100 Chapter Eight
Power Score: wis -5 activity, even if it is only to maintain a power.
Maintenance Cost: 3/round Use of the mind blank power is psionic activ-
ity, too, even though it expends no PSPs.
Preparation Time: 1
Area of Effect: 100-foot radius When the character makes his first success-
Prerequisites: 3rd level ful power check, he learns whether or not
When a psionicist invokes this power, he someone-or something-is psionically active
sends out a powerful ring of psionic noise (ex- within range. If the psionicist makes a another
tending to 100feet).All psionic activitywithin
this area requires twice the normal initial cost successful power check in the following
round, he also learns 1)how many PSPs are
and maintenance. The initiating psionicist is being spent, and 2) where the psionic activity
not affected; the noise actually begins about is occuring (direction and distance). If psionic
an inch beyond his aura, creating a bubble of activity is occurring in more than one place,
the psionicist gets a fix on all of it within 200
relative quiet around him. yards.
Other psionicists in the area of effect will
Power Score-Second-round information is
not realize anything is wrong until they have gained in the first round.
actually used a power. If they are maintaining
a power, they discover the inflated rate after 20-This power cannot be used effectively
for one turn.
paying twice the normal maintenance cost.
If two psionicists initiate psionic inflation in Psychic Drain
the same area, the psionicists must conduct a Power Score: WE -6
psychic contest. The loser’s psionic inflation Initial cost:
Maintenance Cost: lO/person + contact
ceases. If both characters fail, then both cease Range:
Preparation Time: none
their power maintenance. Reroll ties. Area of Effect: 30 yards
Prerequisites: 0
Power Score-All psionic activity within up to 6 minds
the area requires three times the n o d initial telepathy, contact,
6th level
cost and maintenance.
20-The psionicist cannot recover PSPs for Psychic drain enables the psionicist to tap
into the personal, psychic energy of other pea-
two hours. ple to augment his own psionic strength. Up to
six people can be tapped at one time.
Psionic Sense
Each subject, who is often called a host,
Power Score: Wis -3 must first be asleep. Next, the psionicist must
Initial Cost:
Maintenance Cost: 4 make contact with the person’s mind. Then he
Range: expends another 10PSPs and makes a psychic
Preparation Time: I/round drain power check. If he succeeds, the host
Area of Effect: 0 falls into a trance which lasts 4-9 (ld6+3)
Prerequisites: 0 hours. The character can be awakened with
200-yard radius somedifficultybefore then, but he‘ll be groggy
telepathy and disoriented for another hour.
With psionic sense, a character can detect While the host is in the trance, the psionicist
psionic activity anywhere within 200 yards. can siphon psychic energy. Just as a vampire
Any expenditure of PSPs constitutes psionic
draws blood to grow strong, the psionicist
Metapsionics 101
drains Wisdom, Intelligence, and Constitution Receptacle
points. He can drain as much as he desires. For
every ability point the psionicist drains, he Power Score: Wis -5
gains 10 PSPs. Initial Cost: 0
Maintenance Cost: 0
Any PSPs gained cannot be banked (added
to the psionicist's total). They cannot be si- Range touch
Preparation Time 1round/point
phoned any faster than they are used. In other Area of Effect: one item
empower or valuable
words, when the psionicist expends PSPs, he Prerequisites:
automatically draws these points from his
host(s)-unless he specifies otherwise. The gem
psionicist must remain withii range of the en-
tranced characters in order to draw strength This power allows a psionicist to store psi-
points from them.
onic energy in a special receptacle. The psioni-
If he exercises moderation, the psionicist cist can draw upon the energy later to fuel his
does not harm his hosts. A host only begins to
other psionic powers. He cannot use these
suffer ill effects when he loses more than 50% points when his total pool of psionic strength
of his psionic potential. (Potential equals Wis- is at its maximum. However, he can keep the
'dom, Intelligence, and Constitution com-
bined, minus 30 points. See "Psionic Strength stored PSPs on hand until he's running low on
Points" in Chapter 1.)The table below shows psionic energy, and then use them immedi-
the effects of excessive depletion. Psychic sur- ately. (It's like storinga pint of your own blood
gery can correct these problems. at a hospital. With a little time, your body re-
Potential Effect on host places the pint. Later, if you should lose blood
Lost Temporary amnesia (2-12weeks) in an accident or operation, you can use the
51-60% Permanent amnesia stored blood to recover the loss quickly.)
61-70% Intelligence reduced to 4
71-80% Intelligence reduced to 4; put in Before powers can be stored, a receptacle
81-90% coma for 1-12days, must make must be prepared. Two types of containers are
appropriate: a vessel prepared with empower
91-100% system shock roll every day or (a metapsionicscience), or a valuable gem that
die has been specially prepared using the recepta-
cle power.
Save vs. death or die; if subject
lives, Intelligence, Wisdom, and Empowered Vessel. Any vessel can serve as
a receptacle for psionic energy if it is empow-
Constitution each reduced to 3, ered first. The psionicist must perform the ini-
permanently tial preparation and fiial sealing described
earlier under "empower." He does not do any-
Power Score-The psionicist does not harm thing further; the vessel needs no additional
powers. It can hold PSPs equal to his psionic
the subject(s) this time, regardless of how
much he drains. potential, multiplied by his experience level.
Valuable Gem. A gem can hold 1PSP for
20-Contact broken.
every 100 gold pieces of its worth, rounded
down. For example, a gem worth 650 gold
pieces can hold 6 PSPs, and a gem worth 1,000
gold pieces can hold 10PSPs. The gem still re-
quires preparation, however. To do this, the
psionicist must slowly fill the gem with
PSPs-1 per turn-until the gem reaches max-
imum capacity (Vim of its value). The psioni-
1 ht
When the task is complete, the psionicist must cate memories that have been loosed from
other minds. A psionicist must join at least
make a power check. If he fails, only one-half two other psionicists in a convergence before
he can use this power. He-or one of the other
of the gem‘s capacity is useable. participants in the convergence-then poses a
question regarding a specific event in the past.
Storing Points. Using his receptacle power,
To find the answer, the psionicist must make a
he can automatically place 1 PSP into a prop-
successfulpower check.
erly prepared container per round. When he is When retrospection succeeds, th
finished, the psionicist must make a receptacle
power check. If it succeeds, all is well; if it ters tap into a universal, pervasive
fails, only half the points he expended are They have accessto any informatio
existedin anyone’s memory regardingthe
stored in the receptacle, while the rest are dent they are investigating. The amount o
merely spent. tail that comes to mind depends on pow
check results:
Using Stored Points. The psionicist can re-
trieve stored points automatically. The recep- 1 extremely vague and fragmentary
2 vague or incomplete
tacle must be in contact with his flesh. He can 3-5 complete but not very specific
never retrieve more points than the receptacle
currently holds, nor can he retrieve so many 6 + reasonably complete and specific
that it raises his current psionic point total
above his maximum. N o matter how many re- Memoriesbear the mark of the personaliti
who created them. The DM should role-play
ceptacles he has, a psionicist can never store the memoriesaccordmgly, not just recite infor-
more PSPs than his maximum total. (For ex- mation. If the psionicists’ alignments differ
ample, if his usual maximum is 100 PSPs, he significantly from the memories’ alignments,
reaction rolls are in order. Memories can be
can store no more than 100.) Only the psioni- polite and helpful, or they can be cantanker-
cist who placed the points in the item can use ous and downright rude. Memories which
them. have lain undisturbed for centuriesmay be an-
gered by the intrusion, or they may be de-
The danger of this power is receptacle loss. lighted for the chance to air themselves out
If the receptacle is damaged or destroyed, its and bring the truth to light.
contents (PSPs)are instantly subtracted from
the psionicist’s total possible points. This loss Power Score-No other effect.
is temporary, but until the psionicist is once 20-No other effect.
again back up to his full PSP score he recovers
PSPs only half as fast as normal.
Power Score-No other effect.
20-No other effect.
Retrospection Splice
Power Score: Wis - 4 Power Score: Int - ( 2 x # spliced)
Initial Cost: Initial Cost: 5x # spliced
Maintenance Cost: 120 Maintenance Cost: # spliced/round
Range: na .Range: 0
Preparation Time: 0 Preparation Time:
10 Area of Effect: # spliced
Area of Effect: persona1 Prerequisites: personal
Prerequisites: convergence, 7th level
2 + level (see below)
Retrospection is a kind of psionic seance. It Splicing psionic powers is tremendous
allowspsionicists to delve into the past and lo- useful. In effect, the psionicist is splicing t
gether two or more separate powers into one for every power he attempts to splice. That
psionic release. Thisis very difficult, however, means a character who attempts a five-power
and it requires great precision. The more splice has a score of Int -10.
powers the psionicist attempts to splice, the
more likely he is to fail. Many psionicists use splice to combine just
two powers: contact, and another power that
First, the character must make a successful requires contact. This is the most common
splice check. His power score is decreased 2 combination.
points for each power being spliced. For exam-
ple, if he is splicing two powers, his score Power Score-The character receives a +2
equals Intelligence -4. The initial cost of this bonus on power checks when unleashing the
endeavor is 5 PSPs for every power being spliced powers.
spliced.
20-No other effect.
If the character passes this first power
check, he must then initiate each spliced Stasis Field
power in succession-without interruption.
He does not have to make a separate splicing Power Score: Con -3
check for each of these powers, but he still
pays their initial costs. Furthermore, each Initial cost: 20
spliced power has absolutely no effect at this Maintenance Cost: 20/round or l/round
time. Range:
Preparation Time: 0
Once all the powers have been initiated, the Area of Effect: 3
psionicist must make a second splice check. max. 1 yard/level
(Hispower score is still reduced two points for Prerequisites:
each power being spliced.) If he fails this 8th level
check, all his effortsare lost; the PSPs he spent
are gone, and none of the powers works. If the A stasisfield is a region in which time slows
power check succeeds, the psionicist can to a crawl and energy is reduced to a meaning-
maintain the splice by expending 1PSP per less fizzle. When created, the stasis field sur-
spliced power per round. rounds the psionicist l i e a bubble. It can have
any radius he desires, up to a maximum of 1
At any later time (during which the splice yard per each level of his experience. For ex-
has been maintained), the psionicist can un- ample, a 10thlevel psionicist can create a field
leash the spliced series of powers. In effect, he with up to a 10-yard radius.
performs all of the spliced powers simultane-
ously-or with split second separations if de- From the outside, the stasisfield looks like a
sired. Success is not automatic. The psionicist sliitly shimmering, completely smooth silver
must perform the individual power checks for globe. When something presses against the
these spliced powers when he releases them. edge, it gives slight resistance, but the object
He does not have to pay their initial costs passes through.
again, however.
Inside the field, all is murky and dim. Light
The maximum number of powers that a filters through from the outside, but it turns
psionicist can splice equals his experience gray. A light source inside is only about one-
level. For example, a 2nd level psionicist can fourth as bright as usual.
splice up to twopowers, and a 3rdlevelpsioni-
cist can splice up to three. A complex spliceis a Time is 60 times slower in a stasisfield. That
long shot at best, however. As noted above, a is, for every round (or minute) that passes in-
psionicist’s power score decreases two points side, an hour elapses outside. (This dilation is
not apparent to those inside the field, how-
- ever.) Each round the psionicist spends inside,
he must pay 20 points to maintain the stasis
1 field.
Energy and motion also change inside a sta- undead, and others as noted in the Monstrou
sis field. Energy magicks-e.g., fireball, magic Compendium. It specifically excludes
demigods, and avatars. When such a cr
missile, cone of cold, and flumestrike-have is wrenched, it is forced entirely into one p
or the other, at the psionicist's option.
no effect; the spells appear and then fizzle in
midair. Movement is slowed down visibly, If the creature is forced out of the Prime
terial plane, it is trapped in the other plan
and swift objects are affected more than slow 2d6 turns. It can return to the Prime Materi
objects. Character and creature movement when that time has elapsed.
rates are halved. A dagger can easily be
pushed through someone, but a lightninglike If the creature is wrenched entirely into th
slash with a sword is slowed to a graceful arc, Prime Material plane, it is trapped only
almost like slow motion. A missile weapon is long as the psionicist continues paying t
maintenance cost. As soon as he stops, t
useless; the missile drifts lazily throughthe air, creature's dual existence is immediately r
only to bounce off an unwary target or be tablished.
dodged by a target who's looking. Except where contradicted by the Mo
If the psionicist keeps the stasis field cen- strous Compendium, a creature wrenche
onto the Prime Material plane suffers any
tered on himself, it moves with him. He can all of the followingeffects, at the DMs optio
transfer the focal point of the field to anything
Its armor class is penalized Id6 points.
he touches, however. Then he can movefreely Undead lose the ability to drain life en-
within the field, or even leave it. If he does ergy.
leave the field, the cost to maintain it is re- Ma-gical -~luserseauired to hit the crea-
duced to 1point per round. (From one per-
spective, this is actually an increase in cost, ture are reduced by 1.
since it equals 60points for every round which The creature is killed permanently if
loses all of its hit points.
passes inside. Remember, one hour outside
equals one round inside.) While outside the The DM should impose any other penalti
field, the psionicist can roam up to 100 yards
which seem appropriate, considering the crea-
from it and still maintain the field. However, ture and the other plane invol
he cannot move the field from the outside. To
move it again, he must re-enter it. Power Score-The crea
dazed. It has a -2 initiativep
Power Score-No other effect. ubsequent round.
20-The psionicist pays the full initial PSP 20-No other effect.
cost.
Wrench
Power Score: Wis -4
Initial Cost: 15
Maintenance Cost: 8/round
Range: 30 yards
Preparation Time: 0
Area of Effect: 1 undead
Prerequisites: none
This power affects only creatures which ex-
ist simultaneously on the Prime Material and
another plane of existence. This includes most
Metapsionics 105
CHAPTER
A Psionics Campaign
This chapter explains how to bring psionics and how they mesh with other elements of the
into your AD&D@games. It examines the role game. A particularly sly DM might not even
of psionics in a campaign, the attitudes of mention that psionics is involved, but instead
NPCs toward psionicists, and the relationship let the players try to puzzle out the unex-
between psionics and magic. It offers the DM plained events around them. (For example,
advice for handling psionic villains and mon- somepeople currently believe that poltergeists
sters. Finally, you'll find out what it's like to are not troublesome spirits, but manifesta-
experience psionic power. tions of untrained and often unconscious psy-
chokinetic ability. An NPC with such powers
Look What I Got! could "haunt" players for along time.) Once
the DM is satisfied and comfortable with his
When something new and exciting comes psionicNPC, the class can be openedto player
along, the natural impulse is to rush back to characters.
the gaming group, toss it on the table, and let
everyone rip into it with full vigor. But that's Of course, in some games, secrecy may not
the wrong way to bring somethingaspowerful be appropriate. Many DMs allow players to
as psionics into an existing AD&D campaign. help develop the campaign background, and
Players are likely to react in one of two ways. routinely discuss the game's direction with
First, everyone will want to play a psionicist. them. If you're that kind of DM, then your
The whole atmosphere of the game will sud- players should take part in the introduction of
denly change-so much that players may psionics. Slow and steady is still the best ap-
eventually say, 'This isn't like it used to be:' proach. Let one player have a psionic charac-
The second reaction is that everyone will be ter. Debrief theplayer after each gamesession;
skeptical about making a big change, so no get his reactions to both the rules and the way
one will want to play a psionicist. Either way, psionics is being used in the campaign. Ask
enthusiasm fizzles. other players for their opinions, too. When
you and the players feel you have the bugs
Like any new source of power, psionics worked out, the class can be openedup in gen-
should be approached with commonsenseand eral.
a bit of caution-especially by the DM. No Burn Him!
matter how much experience the DM has, this How do NPCs and society in general react
material is completely new, and there's a lot of to psionicists?The answer coversthe gamut of
emotions. A DM should choosewhatever atti-
it. The DM who dives in with both feet may tudes best suit his campaign. Some possibili-
find himself drowning in details. If play bogs ties are as follows:
down every time a psionicist tries to do some-
thing because the DM must flip through this Psionics is viewed no differently than
magic. It is a tool, as good or as bad as
book, players will quickly lose interest in the the psionicist who wields it.
class. It's best to start in the shallowend of psi- Psionics is misunderstood by those
onicsand advance slowly, rather than swamp- who don't practice it, who generally
ing players with the whole package at once. believe it is magic and the psionicist is
just another sort of wizard.
An NPC psionicist is the perfect way to in- Psionicists are feared and reviled, as
troduce psionics gradually. If the NPC is a witches were in medieval times.
hireling, a follower, or an ally, he might not
even reveal his psionic powers right away-
especially if he's a dual-class character. The
DM can introduce as much or as little psionics
as he wants, developing a feel for the powers
106 Chapter Nine
W'
Control Wind:Omar takes the enemy by storm.
A Psionics Campaign 107
The practice of psionics is outlawed or He does not wear the robes or symbols of a
restricted to officially sanctioned court
practitioners. holy order. Psionic characterswho are careful
Psionicists are treated as a separate can conceal their nature for a long time.
race entirely. They maintain their own
small communities within the larger What this means to the common man is that
community. anyone, even a friend or relative, could be
Psionicists have been driven under- readmg your mind at any time-could, in fact,
ground. They maintain secret societies be influencing your actions, delving into your
for their own preservation. most intimate secrets, entering your home
without leaving a trace. Who can be trusted
It is quite reasonable to mix these attitudes with this sort of power, if power truly c
in a single campaign; viewpoints can vary rupts?
from country to country or even town to
town. When choosing a social attitude, how- The answer, as far as the suspicious farm
ever, keep several points in mind. Many fan- or merchant is concerned, isnoone. And if no
tasy novels involving psionicshave a common one can be trusted with it, then anyone who
thread: psionicists are segregated from the rest has it should be controlled, or at least pre-
of society, often by choice, sometimes by vented from living among decent, normal
force. There are several good reasons for this. folks.
To most people, the heart of psionics is te- This, of course, is the attitude amongpeople
lepathy, and telepathy equals mind reading.
Tapping directly into someone else's thoughts with no real knowledge or experience of psi-
is the ultimate invasion of privacy, the ulti- onics. An enlightened populace or one that
mate violation of intimacy. Worst of all, the has benefitted from benevolent use of psionics
subject has no way to know when it is happen- would view psionicists in a positive light.
ing or how to prevent it from happening. He is
not only invaded, but helpless. TSR's Campaign Worlds
Psionics lends itself to secrecy. Its use has no The overall attitude toward and prevalence
outward sign. Wizards must utter incanta- of psionics in each of TSR's published cam-
tions, wave their hands through the air, and paign worlds is described below. Bear in mind
fling bits of dust and bone into sulfurous that thee are general trends, and can vary sig-
smoke to cast their spells. Clerics must pray nificantly from region to region.
and invoke their deities. AI1 of these things
clearly tip off the potential victim that some- FORGOmEN RFALMS@game setting.
thing is about to happen, that a supernatural Prior to the Time of Troubles, psionics were
force is about to be released. The psionicist re- extremely rare in the Realms. Theincidence of
veals nothing. His powers require no verbal, psionic abilities is now on the rise and the
material, or somatic components. When psi- powers themselves seem to have become more
onic powers are used, anyone nearby could be stable. Most people have never heard of psi-
the source, and sometimes even distance is not onics or psionicists; those who have tend to
a restriction. confuse it with magic.
Nor does the psionicist's appearance reveal WORLD OF GREYHAWK@game setting.
his nature. His pockets and purse do not bulge Psionics is an old and established facet of life
with strange concoctions. His fingers and on Oerth. Presumably it was brought there
when an illithid spacecraft crashed on the
sleeves are not stained with inkand chemicals. planet ages ago. Psioniasts are by no means
common, but most people are at least aware of
the existence of psionics and often consider it
to be just another mystical pursuit, little dif-
108 Chapter Nine
ferent from magic. Psionic guilds and secret and the phlogiston. Psionics is not
however, and cannot power a spellja
associations can be found in major cities. helm.
Krynn, a DRAGONLANCP game setting.
Psionics and Magic
No natives of Kqmn exhibit any psionic po-
tential whatsoever. What few psionicists live Psionics and magic are completely separ
on that world undoubtedly came from some- forces. Some of their effects overlap, as mig
where else (via spelljamming vessels or other be expected, since some effects are so useful
magical travel) or are the descendants of that everyone who can get them probably
psionically-able ancestors who came from an- try. For example, both psionicists and mag
other world. Only the most widely-read sages users have a means of becoming invisib
and wizards will have any knowledge of psi- traveling instantaneously, and controlli
other people or creatures. But in their ba
onics. makeup, magic and psionics are like oil a
RAVENLOFT”’ game setting. Psionics is water; they do not mix. The text below of
some general guidelines and specific rules
known in Ravenloft. However, the nature of the interaction magic and psionics.
the Demiplane of Dread restricts the effective- General Guidelines
ness of some psionic powers: The essences of magic and psi
No psionic power can breach the Mist. A wholly different. A wizard or cleric
character can teleport, travel through dimen-
sions, travel through dreams, or travel any at work on the door.
other way he chooses, but he will almost al-
ways emerge in the samedomain. In thosefew
cases where he emerges somewhere else, it will
be in a bank of Mist which will lead him who
knows where. The DM determines the exact
location.
No psionic power can bring another char-
acter into Ravenloft from outside. Somemagi-
cal spells can do this; psionics cannot.
AI1 of the demiplane is so suffused with
evil that it encroaches on everyone’s aura. Ex-
amining a person’s aura can reveal the charac-
ter’s alignment only so far as law and chaosare
concerned, but not good or evil. Aura altera-
tion cannot change a character’s alignment
with regard to good or evil.
Any psionic power that gives the charac-
ter access to remote or extrasensory informa-
tion (primarily via dairsentient or telepathic
powers) also creates a shadowpresence of that
character. This shadow presence can be de-
tected by r o l l i i the subject’s level or hit dice
or less on l&O. Roll only once and use the
level or hit dice of the most powerful creature
or character begin affected.
SPELLJAMMER” campaign setting. Psi-
Again, however, the energy involved is magi- Forbiddance. None of the teleportation or
cal, not psionic. So normal psionic powers do metabolic powers can breach this spell.
not detect these magicks.
Free Action. This spell overcomes all psy-
Magical images and illusions manipulate chokinetic effects against the subject‘s body,
light, sound, and scent. That means they can plus domination.
affect psionic powers which rely on or expand
the normal senses: clairvoyance, clairaudi- Globe of Invulnerability. Psionics are unaf-
ence, all-round vision, feel lght, etc. Using fected by globes.
any psychometabolic, psychokinetic, tele-
pathic, or psychoportive power against a Magic Jar.The psionicist uses his combined
magical illusion automatically gives the Wisdom and Constitution scores when deter-
psionicist cause to make a saving throw vs. mining the differential modifier.
spells. Depending on the situation, the DM Magic Missile. This spell has no effect inside
a stasis field.
may rule that the use of such a power pene-
trates an illusion automatically. Mind Blank. The psionicist is allowed a sav-
Magical phantasms, on the other hand, ing throw vs. spells to overcome this spell.
operate entirely in the mind of the viewer. A Minor Globe of Invulnerability. Psionics
psionicist using any power against a phantasm
automatically gets to make a saving throw vs. are unaffected by globes.
spells to penetrate the phantasm. (The psioni- Misdirection. This spell affects magical de-
cist is too tuned into his own mind to be easily
fooled this way.) tection only.
Mislead. Any psionicist who tries to contact
Spells and Psionics
the wizard’s mind will realize the deception
Anti-Magic Shell. This spell has no effect immediately. That first contact attempt will
against psionics. fail automatically, however.
Detect Charm. This will detect telepathic Nondetection. This spell is fully effective
control such as domination. against psionic sensing.
Detect Invisibility. This spell is effective Otiluke’s Resilient Sphere. Psionic powers
against psionic invisibility, astral travelers, cannot penetrate this spells protection.
shadow form, and etherealcharacters. It is not
effective against characters in other dimen- Protection From Evil. All telepathic powers
sions. used against someone protected from evil
have their power scores reduced by 2. Addi-
Detect Magic. This never detects psionic ac- tionally, the spell preventsmental control such
tivity.
as domination.
Detect Scrying. When this spell is used Protection from Evil, 10‘ Radius. Same as
against a clairvoyant psionicist, he must make
a saving throw vs. spells. If successful, the protection from evil.
clairvoyant avoids detection. Reincarnation. Unless the new incarnation
ESP A psionicist alwaysgetsa savingthrow is allowable in the psionicist class, all psionic
against this spell with a +2 bonus. Successne- powers are lost.
gates the spell.
Spell Immunity. This has no effect against
False Vision.The psionicist is allowed a sav- psionic powers.
ing throw vs. spells to negate the effect of this
spell. Telekinesis. If this spell is opposed by psy-
chokinesis, conduct a psychic contest between
the psionicist‘s power score and the wizards
experience level.
Trap the Soul. A psionicist trapped via this
spell cannot use any of his psionic powers.
(Although the character’s body is trapped
along with his soul, it is stored in a radically
110 Ch :r Nine
altered, magical form. Thus the psionicist is fers, they serve to wear down attackers before
denied access to the physical energy which is the finalconfrontation. (Or they buy time for
the basis for all his powers.) the psionicist to escape if the opposition
overwhelming.)
Note: As stated in Chapter 1,all psionicists
gain a +2 bonus when making a saving throw Psionic monsters, on the other hand, tend to
vs. any enchantment/charm spell. be solitary creatures. Many of them hunt by
keying in on mental activity, or even on purely
Magical Items psionic activity. (Theydetect and track psionic
activity the way a hound picks up the scent of
The same guidelines which apply to spells a fox and mercilessly hunts it down.) A crowd
also apply to magical items, their effects, and of thinking beings tends to create interference
the interplay between them and psionics. One
item in particular, however, deserves special (i.e., ”jam the airwaves”),making it more dif-
mention-the philosopher‘s stone.
ficult to notice an actual psionicist (or choice
For reasons that are unknown, a philoso- victim) who wanders into range.
pher’s stone aidsa psionicist in shaping energy.
As long as the stone is in contact with the Because they operate alone or in small
psionicist’s flesh, all psionic power scores in groups, psionic creatures tend to strike
his primary discipline are increased by one. If quickly, inflict as much damage as possible,
the stone is of the rare, crystalline salt variety, and then melt away before the victims can or-
it increaseshis power scoresin his primary dis- ganizea counterattack. An excellent tactic, for
cipline and one other discipline of the charac- example, is to teleport into a group, grab
ter’s choice. If it is the extremely rare white someone at random, and teleport away imme-
powder stone, it boosts his power scores in his diately. Suddenly, that one person canbe dealt
primary discipline and allows him to recover with alone, rather than in the midst of his com-
psionic strength points at twice the normal rades. Tactics like this can cause far more fear
rate. and destruction than a glance at the creature’s
statistics m&t inspire.
Monsters, Villains, and Other
NPCs Even when they‘re friendly, NPCs with p
onic powers tend to keep their those powers to
Most of the common-sense rules that apply themselves. Secrecy is always the best policy.
to regular monsters, villains, and NPCs apply Unless there is a good social or employment
equally to psionic figures. It never hurts to re- reason for it, never reveal that an NPC is a
view, however, so some pointers follow. psionicist; let the players figure it out for
themselves.
Psionic NPCs makeexcellentmajor villains.
But like any powerful, single entity-a vam- Living Psionics
pire, a dragon, a lich, a beholder-they are
much less effective in isolation than they are at Psionics-the harnessing and shaping of
the center of a web of minions. For this reason, personal, internal energies-is a unique expe-
most psionic villains will have numerous rience. Much like Zen, its essence cannot be
slaves, followers, mercenaries, and other vas- described; it must be felt. At the heart of psi-
sals at their beck and call. Some of these may onics is a tautology: only understanding
be minor psionicists in their own right. Aswell brings understanding. Still, for the curious,
as acting as the master‘s eyes, ears, and go- what follows is an attempt to describe the psi-
onic experience.
The first thing a psionicist learns is how to
recognize internal energy. Everyone is filled
A Psionics Campaign 111
with it, but most people are completely un- Contact, a common and vital power, has
aware of it. It suffuses our being 24 hours a another physical manifestation. Rather than a
warm spot, subjects describe the sensation of
day, buildmg up during times of rest and contact as a "thick spot" or a "heavy spot"
d r a i n i i away during times of exertion or somewhere in the mind. They usually have
stress. The psionicist learns to turn his aware- trouble locating it precisely (front, back, left,
ness inward and search for this energy. Gradu- right), but feel nonetheless that it is a definite
place. Forcible contact (as in telepathic com-
ally, he gathers it together, d r a m it toward bat) is similar, but much more extreme. Each
some spot. The notion of drawing is key, be- tangent amves "like a gallstone in the mind,"
cause this energy cannot be pushed or forced; according to Bezelar Mujarif, a prominent
psionicist now residing in Calimshan. When
it must be enticed to accumulate. An experi- contact finally comes, he adds, it feels "like a
enced psionicist can gather his energies contin- tiger has unsheathed its claws in your head."
uously and unconsciously. For a beginner,
however, this is the first and most important Clairvoyant powers tend to operate one of
breakthrough. twoways. Either the power simply layers over
the psionicist's normal senses (clairaudience,
Once an amount of energy has been gath- clairvoyance) or brings information in
snatches and bursts of i n s i i t (object reading,
ered, the psionicist can begin shaping it. The precognition).
closest description for this bundle of energy is
a "warm spot" at the gatheringpoint. Initially, Nonpsionicists often imagine that a telepath
warm spots are easiest to form at the front of can "eavesdrop" on their thoughts. That not's
quite true. If a psionicist uses telepathy, the
the brain. As the buddmg psionicist practices, target's thoughts do not flood into his mind,
masquerading as his own thoughts, or inter-
he learns to move it around. Eventually, he fering with them. Instead, the thoughts come
can gather energy anywhere: his head, his forth as simple knowledge. The psionicist
hand, his shoulder, his back. The precise loca-
knows what the target is thinking,as if some-
tion is important when using some powers,
but not all. one had told him hours before and he just now
remembered.
The energy is not shaped in the normal sense
of that word. Instead, primed may be a better Knights of the Floating Table
label. The psionicist visualizes the effect he Most AD&W game campaigns follow me-
wants. The stronger the visualization, the dieval themes and cultures, both historical
more likely it is to succeed. When the gather- and legendary. Players can easily find models
for most character classes, from wizards to
ing reaches its peak, the energy is usually real- knights. But psionics is more often thought of
ized in a single, explosive release. as the property of science fiction and the fu-
ture rather than the past. Historical examples
Many psionicists describe this release as an are hard to find. Svengali is one possibility, in
instantaneous increasein the apparent temper- an evil vein. Modern figures l i e b k m and
ature of the warm spot, accompanied by a Uri Geller provide examples of extrasensory
powers (allegedly), but these characters are
"beat" sensation-as if the warm spot had thoroughly unmedieval.
fired spikes of energy in a radial pattern
through the psionicist's body. This sensation is
strongest when the psionidst is directing en-
ergy outward in an aggressive fashion-when
moving an object, for example. If the power
being used is directional, the spikesare strong-
est in that direction, and very minor in others.
If power's effects continue for more than a few
moments, the beat also continues, but at much
lower intensity.
I12 Chapter Nine
LI
To find models for the psionicist, one can May, Julian; Saga of the Pliocene Exile series: $6$
delve into Indian and Asian folk tales. These TheMany-Colored Land, The Golden Torc,
contain many characters with abilities that The Non-Born King, The Adversary.
mirror psionics, largely because Eastern my*
ticism emphasizesmeditation and the hamess- Nourse, Alan E.; Psi High and Others.
ing of internal energy. Fantasy fiction also Pohl, Frederik; Drunkards Walk.
offers some good examples. The bibliography Russell, Eric Frank; The Mindwarpen.
below includes several good sources which Robinson. Frank M.: The Power.
deal with psionics. Players with an interest in Schmitz, JamesH.; The UniverseAgainst H
the subject are strongly urged to read some of
these books for inspiration. The Lion Game, stories.
Related Reading Simmons,Dan;Cam'on Comfort.
Fiction Sturgeon, Theodore; The Synthetic Man.
Tucker, Wilson; Wild Talent.
Bester, Alfred; The Demolished Man, The Van Vogt, A.E.; Slam
Stars M y Destination. Zelazny, Roger; Creatures of Light and Dark-
Bradley, Marion Zimmer; Darkover series: ness, The Dream Master, Lord of Light, lsle
The Bloody Sun, Children o f Hastur, of the Dead, This Immortal, To Die in
Darkover Landfall, The Forbidden Tower, ltalbar.
Hawkmistress!, The Heritage of Hastur,
The Keeper's Price, The Planet Savers, Nonfiction
Sharra's Exile, The Shattered Chain, The
Spell Sword, Star of Danger, Stormqueen!, Brookesmith, Peter (ed.); Strange Talents,
The Sword of Aldones, Thendara House, from the series "The Unexplained: Mys-
Two to Conquer, The Winds of Darkover, teries of Mind, Space, and Time;" Orbis
The World Wreckers. Publishing, London, 1983.
Brunner, John; The Whole Man. Index of Possibilities:Energy and Power; Pan-
Del Rey, Lester; Pstalemafe.
Henderson, Zenna; The People, The People: theon Books/Random House, New York,
New York, 1974.
No Different, Holding Wonder. Mind Over Matter, Powers of Healing, Psy-
Foster, Alan Dean; Flinx series. chic Powers, Psychic Voyages, from the se-
King, Stephen; The Dead Zone. ries "Mysteriesof the Unknown;"Time-Life
Kurtz, Katherine; Deryni Rising, Dew@ Books, Alexandria, Virginia, 1987.
Puharich, Andrija; Beyond Telepathy; An-
Checkmate, High Deryni:--- chor Press/Doubleday, Garden City, New
York, 1973.
Rhine, J.B.; The Reach of the Mind; William
5 l o a n e Associates, New York, New York,
1947.
Baku
CLMATEITERRAIN: semitroDical/Forests
FREQUENCY: Very rare
ORGANIZATION: Solitary (or group)
ACTIVITY CYCLE: Daytime
DIET: Herbivore
INTELLIGENCE: Exceptional to Genius (15-18)
TREASURE: See below
Neutral (Any, See below)
ALIGNMENT:
NO. APPEARING: 1 (ld4+1)
ARMOR CLASS: -2
MOVEMENT: 21
HIT DICE 12+l2
7
THACO: 3
NO. OF ATUCKS:
3db/2db/2db
DAMAGUATIACK Psionics, magicalitems, trumpet
SPECIAL A'ITACKS: Psionics, invisibility
SPECIAL DEFENSES:
20%
MAGIC RESISTANG L (as 9' elephant)
Elite (13-14)
SIZE: 15,000
MORALE:
XP VALUE:
A baku looks like a strange elephant with a lizardstail. It has an phosis*. Devotions: absorb disease, cell adjustment*, ectop
elephantine head, complete with trunk, but its trunk is rarely mic form', lend health', reduction*.
- -lower than 4 feet. Two upward thrusting tusksiut out from the Telepathy - Sciences: psychic crush', superior invisibili
creature's lower jaws, curving slightly. Its stout forelegs have a * All baku have these psionic powers.
rhino-tounh hide. The front feet are like an cbhant's. but the
rear feet h v e leonine pads equipped with claws. gagonlike od will. They secretly
scalescover a baku's back and thick tail. Onmalebaku, the scales are of evil alignment. These bak
continue over the back of the head.
Combat: Despite its size and bulk, a baku can move rapidly, at-
tacking with a goring butt and two foreleg stomps. The stomp is
used onlv aeainst man-sized omonents. or those less than b feet
tall. A bakucan hold simpled&es such asweapons orwands in
its trunk, so a baku will often have some ma-gical weapon or de-
vice when attacking.
Baku can use psionics to become invisible at will (seebelow).
They expend no PSPs for this, and the power check always suc-
ceeds. Baku also boast a trumpeting roar, which affects creatures
of certain alignments. Any vulnerable mature within 40feet of a
roaring baku suffers Id8 poink of damage; it must also make a
successful save vs. oaralvzation or flee in Danic as if affeaed bv
feur (ascast by a 12ihlevi1wizard). Baku & trumpet onceevery
four rounds. Neutral good baku affect onlv evil creatures, dark
(evil)baku affect goodcreatures, and holy baku can affect either
good and/or evil creatures at their discretion.
Neutral good baku are usually timid, peace-loving creatures,
but they eagerly do battle with evil and maliaous monsters.
Psionics Summary: Attamefew Score PSPs
MT,PsC/Au = I n t 200
Level Dis/Sci/Dev
12 4/6/17
Common Disciplines/SciencB/Devotions: Ecoloey: Baku tusksare worth 200 g p each. However, this trea-
sure is greatly overshadowed by the magical item which a baku
Clairvoyance - Sciences: Aura S i t * . Devotions: compre-
usually carriff in its trunk.
hend writing, danger sense.
Brain Mole
CLIMATmERRArn: AnylBelow ground
FREQUENCY:
ORGANIZATION: Very rare
ACTIVITY CYCLE: Family
DIET:
INTELLIGENCE: Night
Psionic energy
TREASURE: Animal(1)
ALIGNMENT:
Nil
Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVEMENT: 1,Br 3
HIT DICE: 1 hp
TUACQ
NO. OF ATTACKS: Nil
DAMAGUATTACk Nil
SPECIAL AlTACKS:
SPECIAL DEFENSES: Nil
Psionic
MAGIC RESISTANCE: Psionic
SIZE: Nil
T (3”long)
MORALE: Unsteady (5-7)
35
XP VALUE:
These small, furry animals are nearly blind, and they look like Only has:
normal moles. Brain moles are seldom seen, however. They live Telepathy- Sciences: mindlink, mindwipe’ Devotions: con-
in underground tunnels, burrowing through rock as well as dirt.
Usually, the only discernible evidenceof a brain mole’s presence tact, mind thrust
is the network of blistered stone or mounded dirt above ground,
which marks the tunnel complex. These mahuff damagemore --Metapsionia - Devotions: psychic drain’ (no cost), psionic
than a landscape, however. Brain moles feed on psionic activity.
From the protection of their tunnels, they can psionicallyburrow -en
into a victim’s brain, and drain his psionic energy,
’ A brain mole can perform mindwipe up to a range of 3U feet.
Combat: A brain mole commonly attacks its victim in forests or
underground; in either case, the creatureisusually out of sight in Strangelyenough, a brain mole must establish contact before
a tunnel. The mole either waits for a psionically endowed being using psychic drain. Furthermolp, it can only perform psychic
to appear above it, or bumows in search of prey. drain upon psionicistsor pionic c r e a m . However, it does not
have to put them into a trance or sleep first. It just starts siphon-
A brain mole has an innate form of psionic sense; it can auto- ing away psionic energy.
matically detect psionic activity of any sort within Mo yards.
However, it can only feed upon psionic energy when its victim HabitaVSodely Brain moles live in family units that include one
nearby-within 30 yards if the victim is a psionicist or psionic male, one female, and ld6 young (one of which may be old
creature, or within 30 feet if the victim is a wild talent. The mole enough to feed by itself). Large brain mule towns of up to 3d6
can’t get a fix upon its prey until the victim actuallyusesa psionic family units have k n reported. Of course, these only occur in
power. places frequently traveled by the psionically endowed.
Once it locates a victim, the brain mole attempts to establish Ecology:Though brain moles can be dangerous to some, while
contact. If contact is made, it will attempt to feed upon psionic others keep them as pts.The moles alp rather friendly, and easi-
energy. If the victim is a wild talent, feeding is accomplished us- ly tamed. They are favored by royalty, who enjoy the special
ing mindwipe. If the vi- is a psionidst (or psionic creature), protection which only brain moles can provide. Some sages
feedingis accomplishedwith amplification. claim that even a dead brain mole can offerprotection from psi-
onic attacks, provided the carcass is worn about one’sneck as a
A brain mole does not attack maliciously. It must feed at least medallion. Sometime, nobles who have been harassed by a par-
once a week or it will die. ticular psionicist will send her- out on quests for these little
furry rodents.
Psionia Summary: AttacklDefense Score PSPS
MTIM- 12 100 On the open market, adult brain moles sell for 50 gp. Young-
Level Dis/Sci/Dev sters sell for 5 g p each.
6 2/1/4
Cerebral Parasite PHBR5
CIlMATuTERRAlN: AnY/AnY
FREQUENCY: Rare
ORGANIZATION: Infestation
ACTIVITY CYCLE: Any
DIET:
INTELLIGENCE Psionic Energy
Non- (0)
TREASURE:
ALIGNMENT: Nil
NO. MPFAIUNG: Neutral
3d4
NO. OF ATTACKS: 0
DAMAGUATTACK: 0
SPECIAL ATTACKS: Psionic
SPECIAL DEFENSES Only affected by cure disease
MAGIC RESISTANCE Nil
SIZE: T (flea-sized)
MORALE: Nil
35
XP VALUE:
These tiny psionic parasites float about in the air. Colorless and
nearly transparent, they cannot be seen by the human eye. They
drift in the winduntil they comeacrossapsionicbmng. Then they
attach themselves to the host's aura, and slowly drain psionic
strength.
Combat: A cerebralparasite's attack is so subtlethat a victimmay Psychometabolism- Dmotions: ectoplasmic
not notice it forsome time. When a psionically endowedindivid-
bility.
ual comeswithin 1foot of a parasite, the creatureis mysteriously
Psychoportation- Sciences: probability trav
drawn to the character's (or monster's) aura, and attaches itself.
This initial "attack usually will go completelyunnoticed. Habitavsociety:PsioNc parasites, as these infestations are often
called, have existed ever since psionicists have been around.
Only a few psionic powers can detect cerebral p a r a s i h aura Sagffdaim that an ancientsed of wizards created the parasites to
sight, life detection, and psionic sense. Magical spells which de- rid the planes of "false map"-Le., psionicists. Of course, this
tect invisible or hidden objects are also effective. Of course, the tale is very popular even today among most wizards, but its va-
lidity is uncertain. The parasites' ability to enter the astral and
infested host may realize that something is wrong when he use5 ethereal planes does lend credence to this theory, however. (En-
tering the ethereal plane is an innate ability. They use probability
his psionic powers. travel to enter the astral plane.)
Each time the victim usesa psionicpower, the power costs 1ex-
Every 15years, a plague of cerebral parasites infests the prime
tra PSP for each parasite infesting an individual's aura. The
material plane. Their frequency becomes common and 4d8 will
power still works normally, but the parasite absorbs the extra beencounteredat once. Psioniasts dread thislime, and call it "the
PSP. After a particular parasite has absorbed 6 psionic points in year of weakness."
this fashion, it can reproduce by splitting in two. Of course, both
parasites will now feed, and the processcontinues. Eventuallythe Ecology Cerebral parasites, if captured, make a wonderful
victim may not have enough PSPs to feed the parasites when us-
ing a given power; in that case, the power fails. weapon to u6e againstpsionickis. The only problem is that they
Only two methods can rid a victim of cerebral parasites: 1)a can eventuallyescape even the most tightly sealed jar. Each has a
cure disease spell or 2) refraining from spending PSPs until the 1% cumulative chance of leaving the jar per day. Within several
threat ofstarvation forcesthe parasitesto leave. Each day the vic-
months, fewif any will remain. Of course, this is becausemost of
tim refrainsfrom spendingPSPs, thereis a 1% cumulativechance
(95% maximum) that each parasite will detach itself. Since this them will have left to search for food. Still, even a month of two
check is made individually for each parasite, a heavily infested of d t y is enough to prompt many to search the winds for
victim is not likely to shake all the pests unless he refrains from these little clear specks.
using his powers for three or four months.
Psionics Summary:
Level Dis/Sd/Dev AttacklDefense Score PSPs
1 2/1/2
Nil/Nil 18 unlimited
CUMATFJTERRAIN: Anv/Subterranean or dark areas
ACTIVITY CYCLE: Any (if dark)
DIET: Minds
INTELLIGENCE very (11-12)
TREASURE: D
ALIGNMENT:
chaotic evil
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 6+6
THACO: 13
NO. OF ATTACKS: 4
DAMAGUATTACK: ld4/ld4/ld4/ld4
SPECIAL A'ITACKS: Psionics, stalk prey
SPECIAL DEFENSES: Psionics, +3 weapon needed to
MAGIC RESISTANCE: see below
SIZE: S (brain sized)
MORALE: Fanatic (17-181
XP VALUE: 6,000
The term "intellect devourer" only applies to the adult form of Intellect devourers always have the followingpowers:
this species. (The larval stage, or ustilagor,is covered on a sepa-
rate page.) An intellect devourer looks like a large human brain Psychometabolism- Sciences: energy containment '. Devo-
standing on four legs. The "brain"has a m t y protective cover-
ing. The legs are bony and double-jointed. Each appendageends tions: body equilibrium, chameleon power, ectoplasmic form,
in a foot with three great, stubby talons. expansion, chemical simulation, reduction.
Combat: Intellect devourers are surprisingly capable in melee. Metapsionics - Sciences: split personality. Dmotiom: psi-
Only magical weapons with a + 3 bonus or greater can harm
them. Even then, the weapons caw only a single point of dam- onic sense (only 60'range, no cost), psychic drain.
age per attack. Furthermore, these creaturescan strikeback with Telepathy - Sciences: domination (even on dead, intact
all four of their clawed legs simultaneously if they wish. To do
minds). Dmofiom: contact, ego whip, ESP. id insinuation, te-
this, they spring onto their opponent and rake. lempathic projection.
However, the primary offensiveof an intellect devourer is psi-
Psychoportation- Devotion: astral projection.
onics. They hunt for psionic creaturesand charactm usinga spe-
cial version of psionic sense (60' range, no cost). If they locate a An intellect devourer's energy containment is superior to the
potential victim, they proceed to stalk him,waiting until they one listed in this book. It is always "on"- without penalty or
can attack with surprise. This attack is doubly potent if the crea- maintenancecost. Furthermore.even if the check fails against an
ture uses split personality. With that power in action, the intellect attack, only one point of damage will be taken per die instead of
devourer can rake a victim with its daws at the same time it at- half damage as is listed. The only exceptions are death spell,
which has a 25% h c e of s~~ccessp;owerword kill, which will
tacks psionically. slay the creature;and protection frommil, which keeps it at bay.
The intellect devourer's most gruesomeattack occursjust after
HabitaVSociety Intellect devourers dwell deep beneath the
it has killed a victim. Using reduction, an intellect devourer can
ground or in dark and dismallairs in the wilderness. They rarely
enter a dead body. Then it will proceed to either devour the vic- protect their young, and may even devour them. This race is so
tim's brain, or control his body (usinga specialform of domina- solitary that even the young ustilagorrarely stay together. How-
tion). In this fashion, the creature can seek opportunities to ever, occasionallyup to two intellectdevourersor three ustilagor
will be found together.
attack and devour other victim's brains.
Ecolopy:Adult intellect devourersare favored pets of mind flay-
Psionics Summary: ers (illithids).They serve as watch dogs.
Level Dis/Sd/Dev AttackJDefense Score FSPs
6 4/4/13 EW,II/M-,TS,+l = Int 200
Intellect Devourer, Larva (Ustilagor)
CLIMAmERRAIN: Dark, moist areas
FREOUENCY: Rare
OR~~nON: Solitary
ACTIVITY CYCLE: During Darkness
DIET: Emotions
INTELLIGENCE: Not ratable
TREASURE:
ALIGNMENT:
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 3+3
THACO: 17
NO. OF ATTACKS: 1
DAMACE!ATTACK: ld4 +1 (savevs. poison or double)
SPECIAL AlTACKS: Psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: Nil (Seebelow)
SIZE: T (Brain sized)
MORALE:
Unsteady (5-7)
XP VALUE 650
Ustilagor are the larval form of intellectdevourers. Like their par- All ustilagor are attracted to gems. No one knows why for
ents, they look like brains with four legs. However, they are
much smaller, and their bodies are soft and moist. They lack the sure, but it is suspected that ustilagoruse the gems for energy con-
hard coveringwhich they will eventuallygain as adults. Ustilagor
also have a ?.-foot tendril which is very flexible and agile. Unlike tainment.Theseuea~eswillattackabeingwho'scarrying~
their parents, they have coral-likelegswith no feet, so they travel
before they attack any others. ,l
slowly (MV9 ) . Even so, they can jump and dart with amazing
Psionics summary:
agility. (That's why their annor class is 5.)
Level DislsdlDev AttacklDefense Score PSPs
Combat: Ustilagor can attack by striking an opponent with their 3 2/1/4 IUM-
tendril while performing their own version of chemical simula- ,10 150
tion. They never fail when using this power and expend only 1 " , I^ , I
PSP per attack. Moreover, the acid is so caustic that the v i 6
must save vs. poison or sufferadditional damage the next round Only have:
(ld4+1).
Psychometabolism - Sciences: energy cont
Of course, this is not a highly effectiveform of attack, and the
ustilagor prefers to use either id insinuation or its advanced te- fion: chemicalsimulation (see above).
lempathic projection power. Using the latter, it can force its vic-
tims into one of five states of mind during a round: hate for Telepathy - Deoofions:contact, id insinuation, telempathic
associates, distrust of associates, fear of fungi, loathing of area,
or uncertainty.Theseprojected emotionscause attack, bickering, projection (seeabove).
desertion, or dithering, accordingly. Note that adult intellect de-
vourers lose this enhanced power, and are only able to & o m HabitaVSodety: Ustilagor are so moist that fungi usuauy grow
telempathic projection. upon them. It's a symbiotic relationship. The fungiprevent the
ustilagor from drying out, and they also mask the creature's psi-
Though they are psionically endowed, ustilagor seem to have
no intelligence as defined by humans. Thus, attacks that affect onicaura. Thus,nopowerthataffectsanaurawillworkagainsta
minds (psionicallyor magically)do not function upon them, with
the exception of psionic blast. Due to an unusual fungal growth ustilagor coveredwith fungi.Cerebral parasitescannot penetrate
(see "Habitat/Society"), they are immune to fungal attacks and this layer of protection, either.
any attack that affects an aura.
No one knowswhen or how theustibgorbecome intellect de-
Finally, ustilagor use their energy containment power to prw
tect themselves from spells and other applicable forms of attack. vourers, but it no doubt has somethingto do with minds and psi-
A ustilagor does not have the advanced form of energy contain-
ment associated with their adult form. onics. Sages theorize that fungi also plays a role.
Ecology:Mind flayen (illithids)view ustilagors as culinary de-
lights. If they survive the encounter, adventurers view them as
treasure troves. As noted above, ustilagors like to collect g
Shedu E
-Lesser
Greater
-Anv,(o_refer hot,)~/ An,v orwn meion-
CUMATEITERRAN
FREQUENCY: Rare very rare
ORGANJZATION:
Herd Herd Leader
ACTIVITY CYCLE:
DIET: - Hot part of the day-
INTELLIGENCE:
Herbivore Herbivore
TREASURE:
AUGNM€NT: Exceptional (15-16) Genius (17- 18)
G Nil
Lawful good Lawful good
NO. APPEARING: 2d4 1-2
ARMOR CLASS: 4 2
MOVEMENT:
12, n 24 (C) 15, FI 30 (B)
HIT DICE
9+9 14+14
THACO: 11 5
NO.OFATIACK!?
2 2
DAMAGUATIACK:
SPECIAL A'ITACKS: ld6/ld6 3d6/3d6
SPECIAL DEFENSES: Psionics Psionics
Psionics PsioNcs, in*
MAGIC RESISTANCE 25% 50%
SIZE: L (as a mule) L (as a draft horse)
Fearless
MORALE Champion (15-16) (19- 20)
XP VALUE: 8.ooo 15,000
A shedu is a pegasus native to hot, arid climates. It has a power- I
ful, stocky equine body with short but powerfulfeathered wings.
Upon its short, thick neck is a large humanoid head. The face is comdement the herd (each takes a different discidine).
rather dwarven in appearance, and it always has a beard and Psychometabolism- ~ e ~ o t i ~enctosp:1asmic-form.
mustache.Ashedu'shairisverybristly, andcurlsinto tightwaves
or bands. Telepathy- Devotions: contact, empathy, mindlink
Psychoportation- Devotions: astral projection.
All shedu wear a simple headband made of braided cloth or
rope, with a singlebutton for adornment. The button is centered GRENER SHEDU
on the forehead, and its material represents the beards status.
From the lowest rank to the w e s t , a button may be made of sil- Greater shedu radiate protection fromevil-IO' radius.
ver, gold, platinum, sapphire, ruby, or diamond. A 1- shedu
almost never has a button above the platinum level. A greater G m t e r shedu speak shedu, lamia, lammasu, com-
shedu almost never wears one below sapphire status. mon, and mot languages (Le., most human tongues). However,
they canalwaysrelyupon their telepathypower, which they have
Shedu wander the prime material, astral, and ethereal planes. mastered so well that rudimentarvcontact can be madeeven with
They further the cause of law and goodness, help alliedcreatures
inneed, andcombat evil. Greatershedutypidylead herds of six
or more lesser shedu.
Combat:AU shedu attack with powerful front hooves. However, Level DislscuDev Attack/Defense Score PSPs
14 5/12/15 AU/All = Int 200
both forms of shedu prefer to use their psioNc powers where a p
plicable.
LESSER SHEDU Common powers (* denotespowers they always have, ' denote
Languages:Lesser shedu speak shedu, lamia, lammasu, and most powers which requireno point expenditure):
human tongues (althoughnot common). Of course, they can al- Defense-mindbar*'
ways use their empathy power (a limited form of telepathy, see
Clairvoyance- Sciences: aura sight, dairaudience, clairvoy-
below).
ance, object mading'precognition Devotions: danger sense,sen-
Psionia Summary: sitivity to psychic impressions
Level Dis/Sci/Dev AttacWDefense Score PSPs Psychometabolism - Sciences: energy containment, meta-
9 4/4/13 AII/AU = I n t 100
morphosis Devotions: body control, ectoplasmicform*'
Lesser shedu always have the five powers listed below (within Psychokinesis - Sciences: telekinesis Devotions: molecular
three disciplines), and they can use them without expending
PSPs. In addition to these powers, a lessershedu knowsany three agitatioo, molecular manipulation
sciencesand five devotionsdesired(from these disciplines,or oth-
7 s ) . Each creature tends to specializein a particular discipline to Telepathy - Sciences: domination, mass domination,
mindlink*' Devotions: contact*, invisibility", post-hypnotic
suggestion
Psychoportation - Sciences: probability travel", teleport*'
Devotions: dimensionaldoor, dimension walk"
Thought Eater
CLIMATEKERRAIN: Ethereal Plane
FREQUENCY: Rare
ORGNIZATIONS:olitary
ACTIVITY CYCLE: AnV
DIET: M&tal Energy
Not ratable
INTELLIGENCE
TREASURE: Nil
AUGNMENT: Neutral
NO. APPEARING: 1-3 --.
ARMOR CLASS: 9 rized spells, 5) Intelligence.Note that if a thought eater eats all of
someone's Inte&ence, they will become a vegetable (effectively
MOVEMENT: 6 (ethereal plane only) dead). Also,thelntelligencelossis permanent, unless it is relieved
by restore or psychic surgery. Spells can be rememorized, and
HIT DICE: 3 drained PSPs can be recovered naturally.
THACO:
NO. OF ATTACKS: Nil All this feeding has the sole purpose of keeping thought eaters
in the ether. Their bodies pr- PSPs the way people process
DAMAGUATIACK: 0
food, at a rate of 3PSPs/hour. If they ever runout of points, they
SPECIAL AlTACKS: Nil drop out of the ether into the prime material plane and instantly
Psionia, absorb: psionia, spells, die.
SPECIAL DEFENSES: and Intelliwnce
Ethereal Gstence Note that etherealb e i i areinvisibleto creatureson the prime
MAGIC RESISTANCE: material plane, so it is likely that the thought eater will attack un-
absorb (See below) contesteduntilsated, oruntilitsvictimsout-distanceit.Although
SIZE: it only has a movement rate of 6, this is ethereal movement, al-
MORALE: s (3' long) lowing it to move through walls, trees,etc. as if they didn't exist.
XP VALUE
Unsteady (5-7) Any defense mode except those with a 0 maintenance cost will
1.400 prevent the thought eatersfrom feeding. Thisincludesspellssuch
as mind blank, and magicaldeviceswhich thwart psionicattacks.
Thoueht eaters are natives of the Border Ethereal. and thev onlv
in ethereal form. They appear as a sickly gray s k e d PsioNcs Summary: Thought eaters have l d l W +1W (101-200)
PSPs. Their score is18.They boast a special form of psionic sense
bodv with an oversizedolatvous head (to those who can observe (in a metapsionic power), which operates continuously with no
it). They have webbed skeleiaipaws, suited to swimmingthrough PSP cost. They also absorb PSPs, as describedunder "combat."
the ether. HabitavSodety:Littleis known about thought eaters, except that
A thought eater has only one desire in its existence, and that is they exist solelyin the etherealplane and are very solitary b e i i .
Magical research has indicated that they aren't malevolent; they
to avoid death. For some reason, they die almost instantly on the simply desire to keep existing. Some claim that this is the fate of
prime materialplane. Fortunately for them, they have severalpsi- all psionicists once they die.
onic powers which help prevent this from occurring.
Ecology:Thought eaterscany no treasure. When one dies, it au-
Combat:Thought eatershave no combatabilitiesexcept their psi- tomatically drops out ofthe ether and materializes on the prime
oNc powers, even on the Border Ethereal. Thus, they can be material plane. Of c o w , they are usually dismissed as a platy-
pus which died from starvation.
quickly and easily slain if encountered ethereally.
They are not harmless, howwer. Thought eaters are unique.
Although they cannot survive outside the Border Ethereal, their
psionic powers can extend into the prime material plane. This is
the only known case of such a cross-over.
Thought eaters always have psionic sense operating. Because
of their uniquenature, they can sensepsionic activity in the prime
material plane, as well as the Border Ethereal. When they deted
psionic activity of any kind, they proceed to the area (ethereally,
of course).
Their only "attack" is to absorb psionic enerm. (Thisis an in-
nate ability.) They can perform this functionwhen within 60 feet
ofa true psionicist (orpsionic creature), orwithin 10feetof a wild
talent. They drain 10psionic points per round. They can also ab-
sorb any spell cast in the area as well as memorized spells (they
get 5 points per spell level). Finally, they can feed upon Intelli-
gence, with each point converted to 10 PSPs which they absorb.
They will thus feed until all victims die or escape, or until sated.
They are sated at a number of points equal to their PSP maxi-
mum.
Although they feed on brain power, thought eaters are essen-
tially stupid. Because they lack intelligence, they are immune to
all telepathicattacks and controls(psionicor otherwise).They al-
ways feed in this order of preference, even if it's illogical:l)psi-
onic points being expended (causes power to fail). 2) magical
energy being expended (causes spell to fail), 3) PSPs, 4) memc-
SwMonster PHBRJ
CLIMATUTEW: Dark areas/Wildemess and sub-
terranean
FREQUENCY: Uncommon
ORGANIZATION: FamilyKlan
ACTIVITY CYCLE:
DIET: ~~ ~~
INTELLIGENCE:
Dawn and Sunset
TREASURE: omnivorous
ALIGNMENT: Average (810)
c. Y
Chaotic (evil)
NO. APPEARING: ld12
ARMOR CLASS: 6
MOVEMENT: 9
HIT DICE:~~~~ 5.+ 5.
~ ~ ~~
15
THACO: 5
NO. OF ATTACKS: ld4/ld4/ld4/ld4/2d4
Psionic. anbush
DAMAGEIATTACK: Psionic
SPECIALATTACKS:
SPECIAL DEFENSES: Nil
M (largeape)
MAGIC RESISTANCE: Average (810)
650
SIZE:
MORALE:
XP VALUE
Su-monsters look like big gray monkeys, 4 to 5 feet tall. They R i o n i a Summary
have large bones and muscular limbs, but they always look a bit
underfed, because their ribs and vertebrae show prominently. Level DislsdlDw AttaddDefense Score PSPs
Their long, prehensiletails Fan easily support their weight. Their 2 3/1/3(2/5) PsC,MT,PB/Nil = Int 120
hands and feet are virtually alike, each having three long, thick
fingers and an opposable thumb, all equipped with daws. Like Su-monsters always know the following powers, and there is a
the tail, their hands and feet are very strong, allowing them to
hang by one limb for several hours. 10% chance that they will have one more scienceand two more
Short, dirty gray fur covers most of their body. Their face and devotions in the psychometabolicdiscipline.
tail are black, while their paws are always bloody red (making
them look like they just finished killing something, which is the Psychometabolism - Devotions:enhancement (no cost, see
case more often than not). They frequently gin, but this is usu-
ally a sharptoothed threat rather than a gesture of friendliness. above).
Combat: Su-monsters attack with all four legs when possible, Metapsionis - Devotions: psionic sense (always on, no
raking their extremely sharp nails across their victim. They can
also deliver a powerful bite with their caninelike mouth. cost).
These creatures like to hunt in small packs (ld12 members). Telepathy- Sciences: psychiccrush. Devotions:mind thrust,
Their favorite hunting ground is a well-traveled trail throughthe
jungle/forest. They search for sturdy branches that overhang the psionic blast.
trail, and then perch in the trees, waiting patiently. When a poten-
tial victim passesinto the midst of them, they all swingdown, us- HabitavSodetyA su-monsterfamily is composedof two parents
(adultmale and female)and twoyoung. When two or more fami-
ing their tails as anchors. This way they can attack with all four lies live together, they form a clan. Su-monsters are very territo-
claws plus the bite. Victims of this kind of ambush suffer a -4 rial and have a particular hatred for the psionically endowed.
penalty to their surprise rolls.
According to legend, su-monsterswere created by a powerful
What really makes these beings ferocious is their tribal protec- evil clericor mage, who wished to guard his forest from intruders
tiveness. Half the time (50%chance),the entirefamilytakes part
in the hunt: male, female, and two young. If the young are at- (especiallypsionic ones). The c r e a m do make a formidableat-
tacked or threatened, the females f i t as if under a haste spell
(i.e., double movement and number of attacks). Likewise, if the tack force, which tends to support thistheory. According to some
females are attacked, the males appear to fight with haste. A
surge of adrenaline accounts for this ferocity. Females can main- sages (who point to the creatures' high Intelligenceasproof), the
tain the effectfor up to 6 turns (an hour), and males can maintain c r e a m are magical hybrid made from humanoids and apes. In
it for up to 4 turns. any event, many evil wizards and priests employ su-monsters as
forest guards today.
Psionically, these creatures can be deadly. They know three at-
tack modes. They are also imperviousto telepathicattacks (that's Ecology:Su-monsterskeep their valuableswell hidden high in the
why they have no defense modes). When su-monsters are using trees of their territory. They have no food value, since their meat
their enhancement power, they can attack both psionically and is mildly poisonous. & a c t a who eat su-monster meat must
physically if they choose (instead of enjoying a double attack
rate). save vs. poison or become ill, and no natural healing is possible
for 1week.
Vagabond PHBI
CLIMATFJTERRAIN: As host
FREOUENCY:
Verv rare
ORG~NIZATION: Solitary
ACTIVITY CYCLE: As host
DIET: As host
INTELLIGENCE Genius to Supra-genius (17-20)
TREASURE: As host + special
ALIGNMENT: Neutral (any)
NO. APPEARING: 1 ,' TP/
ARMOR CLASS: As host PI
MOVEMENT: As host
HIT DICE As host
THACQ
NO. OF ATTACKS: As host
DAMAGDAITACK: As host
SPECIALAlTACKS:
S P E W DEFENSES: As host
As host, psionia
MAGIC RESISTANCE: As host, psionia
SIZE:
MORALE As host, immune to mental spells
XP VALUE: As host
Steady (11-12)
As host + 4 Hit Dice
It is difficult to say what a vagabond really looks like, because Vagabonds never have psychokineticpowers. They have a parti
they can mimic countless other creatures in form. They are an ular affinity for these:
alien life force of unknown origin. They are always encountered clairsentence -Any power which lets them learn things.
in the form of an intelligent, corporealmature indigenousto the
area (a creature with at least animal intelligence). Psychometabolism - Any power which allows them
Vagabonds can assume such forms in one of three ways. First, c h a e form or travel in difficult terrain.
they can simply form the body with their unusual powers. When Metapsionics- Theyaremasters of thisdiscipline,havinga
this occurs, the vagabond looks like a small blob of inkwhich a p cesstoallitspowerswithoutregardtotheirtotalnumberofdisc
pears on the ground, then quicklyenlargesinto three dimensions, plines, science, and devotions.
filling out, then forming the finer details. Such a change can be Telepathy - The creature can use any telepathic power
tremendously terrifying if the chosen form is something like a communicateor gain information, plus enough attack forms
psionidly defend themlves.
wolfwere. Secondly, vagabonds can take over a freshly dead
Psychoportation-Any which allows them to travel.
body, curing it of all ailments. Lastly, they can inhabit a living
HabitavSodety Habitat matches the form they assume. Socie
body. In this last form, they are like back-seat drivers who make either matches the form, or the creature is a solitary wanderer.
Vagabondsare never encountered together, and no one has ever
strong suggestions; they cannot do anything which the host life heard of this occurring. All vagabonds can detect each other's
presenceup to a mile. At this point, they will separate if feasible.
forcedoesnot want them todo. Thus, apossffsedhorsewouldn't
jump off a cliff unless it felt safe or confident about the jump. As Ecology:Vagabonds seem to have come to the prime material
noted above, vagabonds take the form of any creature with at plane to gain information. They are extremely curious and in-
quisitive, often about mundane or personal details. If given the
least animal intelligence. They rarely inhabit f o r m of higher in- &ncetoadventurewiththeparty.&eyare90%likelytojoin
telligence, however, such as player character races. exchange, they will use their considerable power to the pa
benefit.
Once they have assumed a form, vagabonds are locked into it
and cannot leave, except with the typical psionic powers such as It can be great fun to have a vagabond secretly posses a P
war dog orwar horse (mostof these will be true neutral).
switch personality (which is one of their favorites).
If they are communicated with, it will soon become apparent good vagabonds tend to side with forces of similar alignme
both aiding them and learning of their ways.
that somethingis amiss, for they have none of their form's knowl-
edge as to speech, behavior, customs, or expectations. However,
they are able to use all of its attack and defense forms as well as
movement and essentialfunctions. Ofcourse, many of these will
be performed in strange and unique ways.
CombakVagahonds fight with the Same skills as their form has.
They are also completely immune to all forms of mental attacks
and control which are not strictly psionic. Besides these adjust-
ments, all vagabonds are psionically endowed. If their host body
is slain, they will depart, never to return.
Psionics Summary: AttacWDefense Score PSPS
Level Dis/Sci/Dev
See below/All = Int ld100+200
Many creatures in the A D & P Monstrous Compendium Level Dis/sd/ Attack/ Power 1
series boast psionic powers. The text below brings t h e Dev Defense score
monsters up to date with the rules presented in thisbook. PSP s
The creatures appear in alphabetical order. (Creatures
from the Outer Planes are listed separately.) Each entry is Dwarf, Duergar
organized as follows: MT,Ew,III = Jnt 1zXMu:
Level-How tough the monster is, in terms of a psioni- = HD perlevel M-,TS,MB
cist's experiencelevel. Type: Powers of defense, escape. and underground move-
DUScUDev-How many disciplines the creature can ac- ment.
cess, followed by the total number of sciences and d e v e aairsentience:feel sound, poison sense*.
tions the creature knows (in all accessible disciplines). Psychokinesk molecular agitation*, molecular manipu-
lation.
Attack/Defense-Telepathic attack and defense modes
thecreaturecanuse. (Defensemodesarenotincludedin the -_Psvchometabolism e n m containment.. -io-n*.
total number of powers the creature knows.) Abbrevia- reduction+.
Telepathy identity penetration*, invisibility".
tions are as follows:
Attack Modes Defense Mode Grey Ooze (only thm craw with over 20 hps)
PB = Psionic Blast
M- =MindBlank 1 2/1/1 PsCIM- 13 ldl00 +
MT = M i n d T h w t
EW = Egowhip TS = Thought Shield Type: Creatures have only those powers listed below.
I1 = Id Insinuation MB =MentalBanier Telepathy psychic crush'.
PsC = Psychic Crush Metapdonics: psionic sense* (only to 60'.no cost).
IF = Intellect Fortress
TW = Tower of Iron Will
Power S c o T~he creature's typical score when using a KGrin
power that is not automatically successful. 9 4/5/18 AUlAU = Int 200
PSPs: The creature's total pool of psionic strength points
Type: Control of the nonliving, travel, mind reading.
(the maximum available to it). Psychokinesk create object', control flames, control
wind.
Type: The general type of powers the creature can use. Psychometabolism: shadow-form', body equilibrium,
Powers listed after this entry (if any) are representative;the ectoplasmic form'.
list is not necessarily complete. Psychoportation:banishment, probability havel'.
Telepathy mindlink', ESP', false sensory input'.
* Creatures always knows a power that is distinguished
by an asterisk.
Level DiySdI AttacW Power PSP s
Dev Defense Score
Aboleth Mind Flayer (Illithid)
Ew,II, MT/M-,
7 3/5/14 TS,MB,+l = Int ld100+250
PSC, +1/
Type:Attack, mind control, travel
8 3/5/16 TS,IF,TW = Int 250 Psychokin& detonate, control body', levitation'
Psychometabolismbody equilibrium* (their only psy-
Type: Powers which control others or manipulate minds. chometabolic power).
Telepathy: false sensory input*, mindlink', mass domi- Psychoportation:probability travel', teleport*, astral
projdon'.
nation*. Telepathy domination*, awe, ESP', post-hypnotic sug-
gestion
Couatl
9 4/5/18 Any/All = Int ld100+110
Type: Powers that allow them to gain information, travel, Tarrasque . ..
or disguise themselves.
.~. A~ . .
Clairsentience: aura sight*, all-round vision, see sound.
Psychometabolism: metamorphosis', chemical simuIa- :.,Thw creatures &.totally immune to all psionics.
tion, ectoplasmic form*. .,
Psychoportation: teleport, time shift.
Telepathy mindlink', ESP', invisiW+-~*.
A Monstrous Update 123
Level Dis/Sci/ Attack/ Power PsP 6 Lwel Dislsd, Attack/ Power Ps
Dev Defense Score Defense Score
DW
Yellow Mold Gith
WNil = HD per level All/All = Int ld100+150
1 2/0/2 (spedal) 15 Id10X 5 Type: hubstantid (travel, energy), not mind- controlling
p0Wm.
Only sentient yellow molds (1in 6 chance) have pionic
powers. Such creatures are also immune to psionic attacks Mort1
unless the attacker is being aided by one who cancommu-
nicate with plants. Tanar'ri
Type: Sentient yellow molds only have the powers listed
below. (Greater: babau; Lesser: succubus; True: all but vrock)
Telepathy:mindwipe, id insinuation.
Metapsionics: psionic sense (Id100+20' range, no cost).
Yuan ti HD-3 perlevel seebelow = Int seebelow
MT,II/ = Int 15XMult Babau - PB,PsC,EW/M-,MB,TW; 1JoPSPs.
~ r v - L 3/level M-,IF,TW
Succubus - lIlTS,lF:100 PSPs.
Type: Related to snakes (see below).
Clairsentience danger sense,feel sound, poison sense'. Nalfeshnee - PB,EW,PsC/M-,TS,MB; 125 PSPs.
Psychometabolism: animal affinity*(snake), metamor- Marilith - PB,PsC/M-,TS,MB; 175 PSPs.
phosis (snake), chameleon power', chemical simula- Mor - PB,MT,EW,PsC/M-,TS,MB; 250 PSPs.
tion*, flesh armor. -Glabrezu - II,EW,MT/M-,MB; 150PSPs.
Telepathy:attraction (to snakes), aversion' (to snakes), Hezrou lI,m/M-,IF; 100 PSPs.
false sensory input, inflict pain, invincible foes, life de- Type: Powers of firecontrol, torture, shape change.
tection, phobia amplification*, post-hypnotic "gges- Titans
tion, repugnance (to snakes), taste link'.
mv,ITE.wm.
HD+1 perlevel PsClNil = Int
Creatures from Outer Planes
Type: All typesof powers.
All outer-planar creatures will be 1st level or greater when
encountered. Telepathic attack and defense modes are l i t - Note: Titans are immune to pionic atta
ed in the order in which the creatures usually gain them.
DMs should tailor an individual creature's repertoire of Yugoloth ( o d y Arcando&)
powers to its actual level, as desired.
13 5/7/24 AlllAll
Type:Powers oftravel, combat.
Aasimon (only the 3 listed) Note:Lycanthropes never have ps
= HD per level see below = Int see below uossiblv, in the Ravenloft" cam- settiw). Anyone
iontraftinglycanthropy loses &ioiicpowek.
Solar - AIVAlI; 354 PSPs.
Astral Deva - PB,MT,EW,PsC/M-,TS,MB; 210 PSPs.
Planetar - AlUAlI; 288 PSPs.
i'ype: Wide variety (nonhostile, except for control types).
Baatezu (all 4 greater)
HD-1 per level seebelow = Int seebelow
Amnizu - MT,II/M-,TS,MB; 121 PSPs.
Comugon - MT,EW/M-,TS,MB; 113 PSPs.
Gelugon - EW,II/M-,TS,MB; 166 PSPs.
Pit Fiend - PB,EW,PsC/TS,MB,II; 213 PSPs.
Type: Powers of control and cruelty.
...
~
124 A Monstrous Update
- ISummary of Powers
MC Rep. A d € score IC MC &(* Rep A O f €
DeVOtin. 50 yds. 0
Sdences AnimateObject,p. 42 40 Yds. 0
30 yds. 0
Aura Sight, p. 28 Int -3 8 3lmd. 80 yds. 0
wis -5 40 yds. 0
9 9lmd. Soy&. 0 personal Animate shadow, p. 42 25 yds. 0
0 special 0
Clairaudience, p. 30 wis -3 loo yds.
0 S@al 2
wis -3 6 4lmd. unlim. 7 31md. sa,yds.
dim. 1 touch 100 yds. 0
Clairvoyance, p. 30 5 na Ballistic Attack, p. 42 0
wis -4 2 myd. 0
7 4Imd. Con -2 5M 0
rad. 0 0
Object Reading, p. 31 Control Body, p. 43 40 yds.
0 pemmal 1
Wis -5 16 na 0 0 perrod con -2 8 8lmd. 15 yds. 0
0 10yds. 30yds.
Precognition, p. 31 0 special Control Flamer, p. 43
wis -1
Wis -5 24 na 0 0 spedal 6 3lmd.
0 spedal
Sensitivityto Psychic Impressions,p. 32 Control Light, p. 44
0 persod
wis -4 12 2 h d . 0 5 persod Int 12 4lmd.
0 1-yd. rad.
Control Sound, p. 44
0 PMnal
Dwotiom 0 P”0”al Int -5 5 21md.
All-Round Vision, p. 33 0 1Eyd. Control Wind, p. 44
rad.
Wis -3 6 4Irnd. 0 Con -4 16 10lmd.
0
Combat Mind, p. 33 Create Sound, p. 46
4
Int -4 5 4lmd. Int -2 8 3Imd.
0
D-erSense.p.33 0 Inertial mer,p. 46
0
wis -3 4 3/tum 0 con -3 7 51md.
0
Feel Light, p. 34 0 Levitation, p. 47
0
Wis -3 7 5hd. wis -3 u 2,L.U.
special
Feel Sound, p. 34 Mol& Agitation, p. 48
0
Wis -3 5 3lrnd. WiS 7 6lmd.
Hear Light, p. 34
Wis -3 6 3lmd. Mol& Manipulation, p. 49
Know Dimtion, p. 34 Int -3 6 5Imd.
Int 1 n a soften, p. 50
Know L-tion, p. 36 Int 4 3lmd.
lnt 10 M
Poison Sense,p. 36
Wis 1 n a Psychometabolism
Radial Navigation, p. 36
Int -3 4 71hr.
See Sound, p. 37 Con -4 -15 41md.
Wis -3 6 Jlmd. 0 0
0
Spirit Sense, p. 37 CompleteHealin& p. 50 0 24 hrs.
Con m M 0 3 m y d . rad,
wis -3 10 na touch 0 personal
0 0 individ.
Death Field.p. 52 0 5 Pd
Con -8 40 na 0 Derrod
Psychokinesis Energv Containment, p. 52
sciences Con -2 10 na
CreateObject,p. 38 L.ifeDnining.p.52
Int -4 16 3lmd. 20 yds. 0 mal Con -3 11 5lmd.
60 yds. 0 1item,
Detonate, p. 33 “a Metamorphosis,p. 53
8 N.ft.
Con -3 18 Con-6 21 llhm
0 1 item,
8 cu. ft. Shadow-form, p. 53
Disintegrate, p. 40 2 h. 1 item Con-6 12 3Imd.
Wis -4 40 na 50 yds. 0 na DeVouoN
Molecular Rearrangement,p. 40 0 singleitem AbsorbDisease.
Int -5 20 10lhr. 2 yds. con-3 12 na 0 individ.
200 yds. 0 verwnal
Project Force, p. 41 xlyds. Adrenalin Contml, p. 54 0 individ.
0 personal
Con -2 10 na Con -3 8 4lmd. 0 pemmal
Tel&inesis, p. 41 Aging. P. 55
Wis-3 3+ l+lmd. Cm-5 10 M touch
0
Biofeedback, p. 55
0
con -2 6 3lmd.
Body Control, p. 55
con -4 7 5Itum
Summary of Powers 125
I
Score IC MC Range Rep.
0
Body Equilibrium,p. 55 0 0
0
Con -3 2 21md. 0 0
touch 0
Body Weaponry. p. 57 0
touch
Con -3 9 4lmd. 0
0 1
Catfall, p. 57 touch 0
0
Dex -2 4na 0 1
touch 0
cause Decay, p. 57 0
0 0
Con -2 4 na 0 0
0 0
Cell Adjustment, p. 57 0 0
touch 0
Con -3 5 upto 0 0
0 0
201md. touch 0
touch 5
ChameleonPower, p. 58 0
touch 0 individ.
Con -1 6 31md. O1touch
2 individ. +
Chemical Simulation, p. 58
12 .IcreahlR
Con - 4 9 61md. 0 personal w i s - 4 varies M
0
Displacement, p. 58 Fate Link,p. 75
Con -3 6 3lmd. Con -5 contact 5Itum
Double Pain, p. 59 Mass Domination, p. 75
Con -3 7na Wis-6 contact vaies 4Oyds. 2 up to5
EctoplasmicForm, p. 59 creatures
Con - 4 3 91md. Mindlink, p. 75
Enhanced Strength, p. 59 Wis -5 contact Slmd. unlim. 0 individ.
wis -3 varies varies Mindwipe, p. 75
Expansion, p. 60 Jnl -6 contact 81md. touch 1 individ.
Con -2 6 llmd. Probe,p. 76
Flesh Armor, p. 60 Wis-5 contact 91md. 2yds. 0 individ.
Con -3 8 4lmd. Psionic Blast, p. 76
Graft Weapon, p. 60 wis -5 10 na 2 0 1 4 0 1 ~ 0 individ.
Con -5 10 llmd.
Heightened Senses, p. 61 Superior In-ity, p. 78
Con 5 llmd. Int -5 wntact 5lmd.l 1Myds. 0 personal
0 lyd.
Immovability,p. 61 -hue 0 indi
0 3yds.
Con -5 9 61md. switch Pers€.Mliy. p. 78 0 indiv
Lend Health. p. 62 Con-4 contact M
Con -1 4na
Mind Over Body, p. 62 Tower of Iron Will, p. 79
Wis -3 na 101day wis -2 6na 0
Reduction, p. 62
Con -2 varies llmd. DeV0ti.J~
Share Stzength, p. 63 Attraction, p. 79
Con - 4 6 21md. Wis -4 contact 81md. 2QOyds.
SuspendAnimation, p. 63 Aversion, p. 79 0
spffial
Con -3 12 na Wis-4 contact 81 unlim.
4O1801w
Psychoportation Am, p. 80
ala-2 contact 4/m
Sciences Con& Thoughk, p. 80
Banishment, p. 64 Wis 5 3lmd.
Int -1 30 10lmd. 5 yds. Contact, p. 80
unlim.
Probability Travel, p. 64 200 yds. WiS varies llmd.
Int 20 S l h r . infinite Daydream, p. 83
Summon Planar Geahue. p. 66 10yb. WiS contact 3Imd.
Int -4 45/90 na E80 whip. P. 83
wis -3
Teleport, p. 67 4 M
Int 10+ na
Teleport Other, p. 68 Empathy, P. 84
WiS contact llmd.
Int -2 20+ na unlim.
Devotions (or1) unlim.
ESP. p. 84 unlim.
Astral Projection, p. 68 Wis-4 contact 6lmd. 0 individ.
0 individ.
Int 6 21hr. na 1 personal False sensory Input, p. 84 0 indiv*t.
0 na
DimensionalDoor,p. 69 my&. + 2 personal Int -3 wntact 41md.
Con -1 4 21md. na Id hinuahon. p. 84
DimensionWalk, p. 69 wis -4 5na
Con -2 8 4ltum
Powers Index
I
A Empa'thy, Telepathic Dev.. ..............84 P
Absorb Disease, Psychometaboli 53 h P O W e G M-PSiONC Sd. .............93 phobia bplifiation, ~ ~ l ~h~,..t. h i
Poi- sense, Uairsentient DW.. ....... .36
Adrrnalin Contml, Psychome EEnnhhaanncceceeodmpnstaaeittmrnhe-titc,n, gDtehv..p+.'+&.&l.ic.f.i.tD..e.v.............s.........5529 Post-Hypnotic S w o n , TelepathicDw..89
Aging. PsychometabolicDev. ...........55 on, Psychometabolic Dev .......... 76
A"-Rourd vision, clairsentienDtev......33
F ..........41
..Animal Affinity, Psychometabolic Sd.. .SO
.. ~ 9 FFFFFeealaeeetlllsesheSLhAiornukmn,rodTr,C.dyGheiPmIipnsreayspntecuthiehntim.octiTmSeednel.ettDapDb.wa.oet.h.lv.i.ic.c..D..e..v.......... .3p Psionic Sense. Metapsionic Dev. ....... .lo1
28 34 w,psychic Clone,Metapsionic
psychic Telepathic D
M)
B ti Psychic Doin, Metapsionic
Gird, Metapsionic Dw.................98 Psychic Impersonation,TelepathicDw.. ..W
Psychic M-nger, Tdepathic
Ballistic psychokineticDw GraftWeapon. PsychometabolicD w . . ...6o Psychic S u r g q , Metapsionic
.~ R
Banishment, PsychoportiveSd. . . H
.Biofeedback, Psychometabolic Dev.. , ~ ~ ~ i gClahirsten,tient ~ e v . ...........yl
, , .5555 ~ e i g h t e n e dh,psychometabolich..61 RamNavigatiOn. u Dwt.......... ,102
Body Control, Psych 55 Receptacle, Metapsionic
Body Equilibrium, P Reduction. PsychometabolicDw. ...... .62
I Repugname,TelepathicDev 90
C Id k u a e o n ~, ellepathki~ ........,,,aR~osPfftionM, W o n i c Dw. ......,103
IdentityPenetration,Telepathic Dev.. ....85 5
....Catfall. Psychometabolic Dw. ......... .9577 LImnmcaomvaabtiiolintyA,wP-wsy,chomeTtealbeoplaicthDicev.. .61
Camibalize, MetapsionicDev sendThoug-htietsn.t D 37
Cause Decay, Psychometabolic De". . . ...57 ... .......... 91
Cell Adjustment, Psychometabolic Dev. ..57 Sensitivityto psychic Im-ions,
Cnameleon Power,Psychomehlmk Dev. .58 .86
Chemical Simulation,
PsychometabolicDw................. .58
?$ ............Uairaudience,CCllaaiirrsseennttiieennttSci.
Barrier, psychobetic
lnfiia pain, Dw,
Telepathi
Intensify,Metapsionic Dev
h-a%le Foes, Tdepathic .............49
Invkibility,Telepathic Dw.
Combat Mind, ClairsentientDev.. ........33 K
.g,Conceal Thoughts,TelepathicDev.
Know Dirraion, UairrentienDtev.......34
Contact. Tdepathic Dev. .............. KnowLagtioa, Clairsentient Dev.. ......36
CompleteHealii, Psychometalmlicsd..
L
......Control
Control
BFloadmye,sP,sPyscyhcohkoiknientiectiDc Dww.........4433
Control Light, Psychokinetic ,44 Lend Health, Psychometablic
.44 Levitation, Psychokinetic Dev.
Control sound, psych Life DetfftiOn, TelepathicDeV. ..........87
........ControlWind, psychokinetick,.......a suspend -60%
Convergence, MetapsionicDw. .97 Life,K* psyehometabolic
Create Object, Psychokinetic 38 m
Create Sound, Psychokinetic 46 Magnify MetapsionicDw............,100
D ................Martial Trance, MetapsionicDev.. ......lo0 ~ TTeal&ste&L, ink, TelepathicDw. .............92
Mass Domination, s., ,,877 Psychobetic Sd........... .41
Danger Sense, ClairsentientDev. ....... .33 Mental Barriw, Telmpathic hjection, TelepathicDev. ..92
Dev.
83 ...Metamorphosis.Psychometalmlic%. .53
TeleparhkDevotions 79
68
Teleport, PsychopttiveSd. ............67
. .._I............m
Mind over Body.psy-lmlic ....D.e.v.....:-.876852 Td-rt Trigger. PsyJLoportiveDev. . , , , .72
Disintwate, Psychokinetic Sd. .........40 ThoughtShield, TelepathicDev.. ....... .92
....5784 Mind Thrust, TdepathicDev.
Displacement, PsychometabolicDev.. Mindwipe. TdepathicSd. Time Shift, Psychopative Dw 72
Domination, Telepathic Sd . . . . . .TiwlSpae -or, Psychoprtive Dev. ..73
Double Pain, Psychometabolic Dev. .....59 Mol& Agitation,
.' ' ' ' ' '48 Tower of Lon Will, TelepathicSd. .79
Dream Travel, PsychoportiveDev.. ......70
Truthear, Tdepathic Dev 92
.E .......40 U
0 Ulbabbst, Metapsionic Sci.. ............%
EgcotoWplahsimp,icTFealerpma,thPiscyDcheovm.. e.ta.b.o.l.ie..D.ev........5893 ~eadinp,uti~ de. .......n.31 t
Wrench, W ... .. . .. . .lo5
jection, Telepathic Sci. ............... .74
Metapsionic Dw....
128 Powers Ind