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| Dumat03-12-06, 03:10 AM | Please critique the following Aberration. I stayed with the four tentacles, because so many of the aberrations have them. Sulusuth Medium Aberration Hit Dice: 52 hp (8d8+16) Initiative: +2 Speed: 30 feet (6 squares) Armor Class: 21 (+2 Dex, +9 natural) touch 12, flat-footed 19 Base Attack/Grapple: +6/+11 Attack: Tentacle +7 melee (1d4+1) Full Attack: 4 tentacles +7 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Psychic static, insanity aura, psionics Special Qualities: Spell resistance 19, telepathy 100 ft. Saves: Fort +4, Ref +4, Will +9 Abilities: Str 12, Dex 14, Con 14, Int 15, Wis 16, Cha 17 Skills*: Climb (Str) +12, Concentration (Con) +13, Move Silently (Dex) +9, Listen (Wis) +14, Sense Motive (Wis) +14 *Sulusuths get a +8 racial bonus on Climb checks. Feats: Weapon Focus (tentacle), Improved Grapple, Combat Manifestation Environment: Underground Organization: Solitary, pair, or murder (3-7); or nest (20-40 sulusuths plus 3-5 sulusuth overlords) Challenge Rating: 8 Treasure: Double standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +7 Your mind reels at the sight of this hideous mockery of a humanoid form before you. Six muscular tentacles sprout from this atrophied human’s lower back; two are used for support, leaving the creature’s useless legs dangling in the air. The other four tentacles are raised aggressively in your direction. Six asymmetrical spider-like eyes glare at you from the thing’s misshapen head. Combat A sulusuth uses its psychoportation powers to close quickly with enemies and begins a grapple as soon as possible to trap foes inside its insanity aura. It prefers to attack manifesters or spellcasters first to let its psychic static neutralize them as quickly as possible. Sulusuth’s prefer to lure creatures away from allies to feed on their Wisdom scores one at a time, if possible. Psychic Static (Psi): The sulusuth’s mind radiates the madness of the Outer Darkness and makes it more difficult to manifest powers near it. (It is not affected by its psychic static nor is it affected by the psychic static of another of its kind.) All psionic activity within a 30-foot radius of the sulusuth requires 4 more power points than normal, unless a character makes a Will save each time she attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a standard action within the static field. The affects of multiple sulusuth’s overlapping psychic static do not stack. The limit on power points spent on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or spending limits, the manifestation automatically fails, but no power points are expended. The sulusuth can suppress or resume its psychic static field as a free action. The save is Charisma-based. Insanity Aura (Su): When a subject comes within 10 feet of the sulusuth, the effects of its reality-warping connection to the Outer Darkness become even harder to bear. Each round, creatures within 10 feet of the sulusuth must make a Will save (DC 17) or suffer 1d6 points of Wisdom drain. (The sulusuth is not affected by the effects of another sulusuth’s insanity aura.) The effects of overlapping insanity auras do not stack. However, the effect of the sulusuth’s psychic static still apply to characters inside an insanity aura unless the sulusuth willingly suppresses the static field. A sulusuth gains 5 temporary hit points that last for up to one hour each time it successfully drains a creature’s Wisdom score. Creatures whose Wisdom scores are reduced to zero by a sulusuth’s insanity aura become permanently confused as if affected by an insanity power (page 113 of the Expanded Psionics Handbook). The sulusuth may suppress or resume this ability as a free action. The save is Charisma based. Sulusuths manifest as 8th-level psions (nomad). Power points per day: 66 (58 + 8 bonus) Powers Known: 1st (DC 13) burst, detect teleportation, entangling ectoplasm, mind thrust, skate 2nd (DC 14) cloud mind, dimension swap, levitate psionic, mental disruption 3rd (DC 15) astral caravan, dispel psionics, time hop, mind trap 4th (DC 16) death urge, dimensional anchor, dismissal psionic, fly psionic |