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Page 1

Psionic Bestiary

The Psionic Bestiary project began with a contest
started to find new authors interested in working on
psionic content, particularly on psionic monsters.
This bestiary is the culmination of that project.

C e r e b r e m o r t e & C o g n i t i o n D e v i l



Author: Dean Siemsen
Artist: Tsailanza Rayne

layout: Erik Nowak
editing: Shane O’Connor
Publisher: Jeremy Smith

Based on the original roleplaying game rules designed by Gary
Gygax and Dave Arneson and inspired by the third edition of the
game designed by Monte Cook, Jonathan Tweet, Skip Williams,

Richard Baker, and Peter Adkison.

Psionic Bestiary requires the use of Psionics Unleashed:
Core Psionics System, © 2010 Dreamscarred Press.

for more information on Psionics Unleashed.

Product identity: The following items are hereby identified as
Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are
in the public domain are not included in this declaration.)
open Content: Except for material designated as Product Identity
(see above), the game mechanics of this game product are Open
Game Content, as defined in the Open Gaming License version
1.0a Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form
without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http:// for more information on the Pathfinder
Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC,
and are used under the Pathfinder Roleplaying Game Compatibility
License. See for more
information on the compatibility license.
Psionic Bestiary is published by Dreamscarred Press under the Open
Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.

© 2012 Dreamscarred Press

Page 2


P s i o n i C b e s t i A r y


Cerebremorte Cr 8

ne tiny undead (psionic) XP 4,800
init +11; senses darkvision 60 ft.; Perception +14
Aura darkfire (5 ft., DC 19)

AC 25, touch 17, flat-footed 18 (+7 Dex, +6 natural, +2 size)
hp 94 (9d8+54)
fort +7, ref +10, Will +11
Dr 10/bludgeoning and good; immune undead traits;

resist fire 20; Pr 19

speed fly 50 ft. (perfect)
ranged +15 ranged touch (psychic enervation)
Psi-like Abilities (ML 9th; Concentration +14)

At will— (swift action, +3 insight
bonus to AC), (stunned 3 rounds, DC 20)

3/day—ego whip (2d4, DC 19), (4 targets,
DC 20), (+5 deflection bonus to AC for
5 rounds)

1/day— ( DC 20)

str —, Dex 25, Con —, int 17, Wis 15, Cha 20
base Atk +8; Cmb +6; CmD 23
feats Greater Psionic Endowment, Improved Initiative,

Iron Will, Psionic Endowment, Toughness
skills Autohypnosis +11, Fly +27, Intimidate +17,

Knowledge (arcana) +15, Knowledge (psionics) +12,
Knowledge (religion) +15, Perception +14, Spellcraft +15
Stealth +15; Racial Modifiers +8 Fly

languages telepathy 30 ft.

environment any
organization solitary, pair, or haunting (1-3 cerebremortes,

1 caller in darkness, and 1-4 shadows, spectres, or wraiths)
treasure standard

sPeCiAl Abilities
Darkfire (Su): A cerebremorte is surrounded by a corona

of blue-violet flames that gives off light as a torch, but
also provides it with protection. Anyone approaching a
cerebremorte within 5 feet is at risk of being affected by
its darkfire aura. The attacker suffers 1 point of
Strength drain and is shaken for 1d6 rounds unless a
successful Will save (DC 19) is made. A successful save
negates the shaken effect, but the attacker still suffers
the Strength drain. The save DC is Charisma-based.

Psychic Enervation (Su): The primary attack of a
cerebremorte is its psychic enervation ray, a ranged
touch attack that drains 5d4 power points from any
living psionic-using creature. (If the target of this attack
is not a psionic-using creature, the attack instead drains
1d4 points of Int, Wis, or Cha (cerebremorte’s choice)).
Lost power points or drained ability scores can be
recovered in the normal methods; rest, or powers or
spells that restore such losses.

A cerebremorte (ser-ee-brah-moort) is often the result

of a psion that has been killed by a powerful death effect,
such as psychic crush or slay living or other similar powers
or spells. They are relatively uncommon and have been
mistaken for will o’ wisps, or even ghosts occasionally. A
cerebremorte (or gravemind, as it is sometimes called)
prefers to lurk in ruins, dark and ancient forests, or even
underground, but can be found almost anywhere.

If a cerebremorte senses intruders, it takes time
to increase its defenses, often manifesting defensive
precognition (a swift action) and mental barrier to make it
harder to hit, then attacking with id insinuation or psionic
blast against the largest group, reserving psychic crush
for a troublesome foe it wishes to remove from the battle.
It cannot dim the glow of its darkfire corona and, unlike
the will o’ wisps it is sometimes mistaken for, graveminds
are not naturally invisible, and therefore this increased
visibility can give its opponents an edge.

Page 3


D r e A m s C A r r e D P r e s s

Devil, Cognition

Cognition DEvil (Sonnilloth) CR 12

le medium outsider (devil, evil, extraplanar, lawful,
psionic) XP 19,200

init +10; senses darkvision 60 ft., see in darkness;
Perception +20

Aura hellfire aura (10 ft., DC 20)

AC 28, touch 16, flat-footed 22 (+6 Dex, +12 natural)
hp 149 (13d10+78)
fort +14, ref +14, Will +10
Dr 10/good; immune fire, poison; resist acid 10, cold 10;

Pr 23

speed 40 ft.
melee 2 claws +19 (2d8+6/19-20)
Psi-like Abilities (ML 13th; concentration +17)

At will—ego whip (3d4, DC 20), (stunned
5 rounds, DC 21)

3/day— (DC 21),
(one humanoid target up to 16 HD, DC 21)

1/day— (5d6 damage with a successful
save, DC 23)

spell-like Abilities (CL 13th; concentration +17)
Constant—detect chaos, detect good
At will— (self plus 50 lbs. of objects

only), (3 rays)
1/day— (DC19), (level 4, 1 cognition

devil or 1d3 bearded devils, 50%)

str 23, Dex 22, Con 22, int 18, Wis 18, Cha 19
base Atk +13; Cmb +19; CmD 35
feats Ability Focus (psychic crush), Improved Critical

(claws), Improved Initiative, Iron Will, Psionic Charge,
Speed of Thought, Up the Walls

skills Acrobatics +22, Autohypnosis +20, Bluff +17,
Knowledge (arcana) +20, Knowledge (planes) +20,
Knowledge (psionics) +20, Perception +20, Sense Motive
+20, Spellcraft +17, Stealth +22

languages Celestial, Common, Draconic, Infernal;
telepathy 100 ft.

environment any (Hell)
organization solitary, team (2-5), or incursion: (1-3

cognition devils, 1-4 barbed devils, and 2-8 bearded

treasure standard

sPeCiAl Abilities
hellfire Aura (Su) Any creature that comes within 10 feet

of a cognition devil risks being affected by its hellfire
aura. Such victims suffer 6d6 points of damage (Reflex
save, DC 20, for half). Half of this damage is fire
damage, while the other half is profane damage and not
subject to energy immunities, protections, or
resistances. (Other devils are not affected by hellfire
aura). The save DC is Charisma-based.

A cognition devil, or sonnilloth (SAUN-ill-oth), actively

pursues the degradation of civilized humanoids by
reducing them to their baser instincts and savage
natures. Many of its psi-like and spell-like abilities enable
it to do this with ease. Sonnilloths are the thinkers and
planners within the hierarchy of Hell. Many a successful
infernal campaign is due to the intelligence provided by a
sonnilloth and its spies.

Although cognition devils prefer ranged combat (using
ego whip, psionic blast, scorching ray, or telepathic
lash) the sonnilloths do not shy from a fight. A cognition
devil likes to use a Psionic Charge and Speed of Thought
(utilizing Up the Walls if the terrain or battleground
permits) to maneuver around or to evade a powerful
melee combatant. They enjoy reducing any reasoning
humanoids (especially manifesters or spellcasters) to
levels of idiocy, psychically killing a powerful warrior,
and burning any creatures that come within their hellfire
aura. Cognition devils will quit the battlefield (via greater
teleport) to live to fight another day if a skirmish goes
against them.

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