Psionic Bestiary
p y n - g o k & t ’a r t y s
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.
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.
See http://dreamscarredpress.com
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.) T’artys
Open Content: Except for material designated as Product Identity
(see above), the game mechanics of this game product are Open
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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
Pyn-gok
P s i o n ic B e s t i a r y
Pyn-Gok The secluded open-air cities of the pyn-gok (PIN-GOCK)
have a calm, contemplative aura about them. Though
Slightly taller than an elf, this regal avian humanoid fierce warriors when roused to battle, the pyn-gok
most closely resembles a peacock (down to its coloration prefer the quiet serenity of meditation, and stimulating
and large, fan-like tail). Although frail looking, it wields a exercises to keep mind and body healthy. Not surprisingly
polearm with ease and grace. their cities have several flocks or gatherings of peacocks
strutting about. Although they live in seclusion in the deep
jungles or rain forests, the pyn-gok are a cosmopolitan
Pyn-Gok CR 3 people, valuing the arts and intellectual pursuits as
much as martial practices. Exceptional pyn-gok often
LN Medium humanoid (pyn-gok)
train in either monk or psychic warrior classes (choosing
Init +2; Senses low-light vision; Perception +3
the warrior’s paths of ascetic or weaponmaster almost
Defense exclusively).
AC 17, touch 12, flat-footed 15 A pyn-gok fights defensively as long as it is able, taking its
(+2 Dex, +4 natural, +1 shield) opponent’s measure, gauging its strengths and evaluating
hp 22 (4d8+4) its weaknesses. Once it has determined those factors it
Fort +2, Ref +6, Will +2 strikes hard and fast; those vulnerable to mind-affecting
Defensive Abilities whirling polearm defense effects will be struck with its id insinuation
psi-like ability (it flairs out its colorful fan-
Offense like tail, in addition to the chime-like sound
Speed 30 ft., fly 30 ft. (average) of its auditory manifestation). Opponents
Melee halberd +6 (1d10+4/x3) that have weak defenses will be struck with
Ranged shuriken +5 (1d2+2) a powerful halberd attack (augmented with
Psi-Like Abilities (ML 4th; concentration +6) Psionic Weapon
At will—id insinuation (1 creature, DC 14) A pyn-gok will withdraw from a battle if it
is reduced to half its hit points, taking flight
Statistics if possible.
Str 14, Dex 15, Con 13, Int 12, Wis 13, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Psionic Weapon, Weapon Focus
(halberd)
Skills Autohypnosis +5, Fly +13, Intimidate
+4, Perception +3; Racial Modifiers +4 Fly
Languages Common, Pyn-Gok, Xeph
Ecology
Environment temperate forests
Organization solitary, pair, or patrol (3–9)
Treasure NPC gear (halberd, 5 shurikens,
other treasure)
Special Abilities
Whirling Polearm Defense (Ex)
A pyn-gok is especially skilled at
wielding polearms, so much so,
that it gains a +1 shield bonus
to its armor class. If it uses
a full attack action to fight
defensively the shield bonus
increases to +2.
2
D r e a m s c a r r ed P r e s s
T’Artys Special Abilities
Discordant Wave (Su) As a standard action a t’artys can
The skin of this small humanoid has a pearlescent quality, produce a wave effect that spreads out to a radius of 30
shimmering faintly in the light. feet, enveloping all targets within range. Humanoid
creatures within the radius that fail a DC 15 Will save
T’Artys CR 5 begin arguing and shouting with one another, making
communication difficult and casting spells or
CN Small fey (psionic) XP 1,600 manifesting powers next to impossible (affected
Init +8; Senses low-light vision; Perception +14 creatures must make a concentration check with a DC
of 20 + the spell or power level to cast spells or manifest
Defense powers). The arguing and shouting lasts for 5 rounds,
AC 20, touch 16, flat-footed 15 during which time the t’artys is invisible. If any of the
(+4 Dex, +1 dodge, +4 natural, +1 size) affected humanoids within the discordant wave effect
hp 44 (8d6+16) are of different alignments, they must make a DC 15
Fort +4, Ref +10, Will +11 Will save or see enemies in place of allies and attack
DR 5/cold iron; Immune mind-affecting effects; PR 16 them. A successful Will save negates the illusion of
friends turning into foes, but the arguing continues
Offense for the entire duration. Discordant wave is a mind-
Speed 30 ft. affecting enchantment effect.
Melee masterwork kukri +10 (1d3+1/18–20 plus poison)
Special Attacks discordant wave,
sneak attack +2d6 The t’artys (T-are-tis) is a psionic fey offshoot that
Psi-Like Abilities (ML 8th; concentration +11) enjoys sowing dissention among the “big folk” of
At will —ectoplasmic sheen (fallen targets various lands. They get perverse pleasure causing
must make a DC 17 Strength check to strife and making friends into foes (if even for
stand), entangling ectoplasm (DC 17, affects a short time) as the bigger folk seem capable
a creature up to Gargantuan size) of holding grudges over the smallest slights,
3/day—concealing amorpha (can also affect insults, or injuries. Woe betide the adventuring
one adjacent creature), force screen party that wanders into t’artys lands, as these
(+5 shield bonus), telepathic lash fey will shadow and stalk them for hours and
(one humanoid up to 11 HD can be strike when the time is best for them and
affected, DC 17) worst for the trespassers. Despite their love of
Spell-Like Abilities (CL 8th; starting fights and sowing dissention, they are
concentration +11) still fey and enjoy pranks as well, although
At will—dancing lights, ghost sound their pranks tend to be a bit more deadly. A
(DC 13) t’artys won’t hesitate to use its psi-like or spell-
like abilities to harass and annoy its victims,
Statistics like dancing lights and ghost sound to lead
them on a merry chase (and maybe into a
Str 13, Dex 19, Con 14, Int 15, Wis 17,
monster’s lair), or coating an area ahead
Cha 17
with ectoplasmic sheen (especially a sloping
Base Atk +4; CMB +4; CMD 18
path) and watch the chaos of stumbling and
Feats Ability Focus (discordant wave),
skidding humanoids.
DodgeB, Improved Initiative, Iron
Will, MobilityB, Weapon Finesse Before they engage their foes they
Skills Acrobatics +15, Escape Artist prepare for a fight with concealing
+15, Knowledge (arcana) +10, amorpha and force screen (for concealment
Knowledge (planes) +10, Knowledge and protection). During combat they use
(psionics) +10, Perception +14, entangling ectoplasm and telepathic lash.
Stealth +19, Survival +11 Only when a t’artys is surrounded will it use
Languages Aklo, Common, Sylvan its discordant wave, enveloping as many
SQ poison use targets as possible. A t’artys uses the chaos
to either escape or to inflict damage with
Ecology its sneak attack, trusting its small size and
Environment any land mobility to keep it safe from retribution.
Organization solitary, pair, or gathering
(3–8)
Treasure standard (masterwork
kukri, blue whinnis poison
[4 doses], other treasure)
3
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