TEXT: 1
  
  2
  Written by: Eric Hindley   Art & Design by: Rick Hershey
  Published by: Fat Goblin Games
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  Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
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  more information on the compatibility license.
  Compatibility with Psionics Unleashed requires Psionics Unleashed: Core Psionics System from Dreamscarred 
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  guarantee compatibility, and does not endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
  Mindblast! - Villains Augmented: Yth’Sevech, Deep Terror ©2014 Fat Goblin Games. All rights reserved. 
  www.fatgoblingames.com 
  Open Game Content: All material — including but not limited to art, place and character names, character and 
  setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered 
  Open Game Content.
  MindBlast!
  MindBlast!
  Villains Augmented
  Yth’Sevech 
  the Deep Terror
  Villains Augmented
  Yth’Sevech 
  the Deep Terror
  
  3
  Yth’Sevech
  Deep Terror
  This sickly-looking fish creature emits an almost 
  palpable sense of dread. Its ropey tentacles lash with 
  deceptive power and speed.
  Deep Terror       
   
   
  Cr 12
  XP 19,200
  Aboleth dread 7 (Pathfinder RPG Bestiary 8)
  NE Huge aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +21
  Aura fear (10 ft.), mucus cloud (DC 19)
  Defense
  AC 27, touch 12, flat-footed 24 (+4 armor, +1 de-
  flection, +2 dexterity, +1 dodge, +11 natural, 
  -2 size)
  hp 164 (15d8+97)
  Fort +12, Ref +14, Will +19
  Immune fear
  offense
  Speed 10 ft., swim 60 ft.
  Melee 4 tentacles +19 (1d6+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks devastating touch (1d6+11), 
  slime
  Spell-Like Abilities (CL 16th; concentration +23)
     At will—hypnotic pattern (DC 19), illusory 
  wall (DC 21), mirage arcana (DC 22), persis-
  tent image (DC 22), programmed image (DC 
  23), project image (DC 23), veil (DC 23)
     3/day—dominate monster (DC 28)
  Dread Powers Known (power points 40, ML 
  7th; concentration +14)
     3rd—ectoplasmic form
     2nd—id insinuation (DC 19), strength of my 
  enemy, thought shield
     1st—biofeedback, lingering touch, untouch-
  able aura (DC 18)
     0 (at will)—create sound, unearthly terror 
  (DC 17)
  sTaTisTiCs
  Str 24, Dex 14, Con 20, Int 17, Wis 17, Cha 24
  Base Atk +11; CMB +17; CMD 34 (can’t be 
  tripped)
  Feats Ability Focus (dominate monster), Disciple 
  Of Fear, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Toughness, 
  Weapon Focus (tentacle)
  Skills Bluff +25, Escape Artist +18, Intimidate 
  +28, Knowledge (History) +18, Perception 
  +21, Spellcraft +21, Stealth +9, Swim +31
  Languages Aboleth, Aklo, Aquan, Undercom-
  mon
  SQ aura of fear, channel terror, fearsome in-
  sight, terror (chase terror, incite fear (DC 22), 
  invigorating fear)
  Gear chain shirt, amulet of mighty fists +2, 
  cloak of resistance +3, headband of alluring 
  charisma +2, ring of protection +1
  speCial abiliTies
  Aura of Fear (Su) At 3rd level, a dread radiates 
  a palpably daunting aura that causes all en-
  emies within 10 feet to take a –4 penalty on 
  saving throws against fear effects. Creatures 
  that are normally immune to fear lose that 
  immunity while within 10 feet of a dread with 
  this ability. This ability functions only while 
  the dread remains conscious, not if she is 
  unconscious or dead.
  Channel Terror (Su) Channel Terror (Su): At 
  3rd level, the dread learns how to channel 
  her terrors through any melee weapon she 
  is holding or through her devastating touch 
  class feature, even if using devastating touch 
  as a ranged attack (such as through the mind-
  lock terror). If channeling a terror through a 
  weapon, it does not gain the benefits of the 
  devastating touch ability.
  Devastating Touch (Su) A dread is able to chan-
  nel psionic energy from fear and nightmares 
  into a touch that causes pain. To use this abil-
  ity, a dread must make a melee touch attack 
  as a standard action on a living target. If the 
  attack hits, it deals 1d6 points of damage plus 
  1 point per class level. The dread does not 
  add his Strength modifier to the damage of 
  this attack.
  Fearsome Insight Insight bonus to Intimidate 
  equal to ½ level.
  Terror (14/day) (Su) Beginning at 2nd level, a 
  dread learns to harness the power of fear in 
  a variety of ways called terrors. Using a terror 
  is a swift action. Some terrors are channelled 
  through her devastating touch class feature.
  
  4
   These terrors charge a dread’s touch (and 
  later her weapon) until her next successful 
  attack that round.
   Some terrors can be augmented by spending 
  power points, similar to manifesting powers, 
  to increase their effect. When augmenting 
  her terrors with power points, the dread 
  cannot spend more power points than her 
  manifester level on any single use of a terror.
   A dread can use her terrors a total number of 
  times per day equal to her dread level + her 
  Charisma modifier.
  Chase Terror Whenever an adjacent foe that 
  is shaken, frightened, or panicked attempts 
  to take a 5-foot step away from the dread, 
  the dread can, as an immediate action, take 
  a 5-foot step so long as the dread ends up 
  adjacent to the foe that triggered this ability.
  Incite Fear The dread’s next successful attack 
  incites fear in her target. The target must 
  make a Will saving throw (DC 10 + 1/2 the 
  dread’s class level + the dread’s Charisma 
  modifier) or become shaken for 1d4 rounds. 
  This is a mind-affecting fear effect.
  Invigorating Fear If the dread’s reduces an 
  enemy to 0 or fewer hit points this round, 
  she gains temporary hit points equal to her 
  Charisma modifier.
  The small seaside community of Aver-
  brook has long worshipped a wrathful and 
  fearsome sea god, an ancient entity known 
  locally as Deep Terror. When the first-born 
  child of any family in town reaches their 18th 
  birthday, they are brought to the end of a 
  long pier of the seaside church of the omi-
  noius deity and, after a ritual ensuring the 
  town’s survival, the youth is cast into the sea. 
  All of the townsfolk then typically turn and 
  leave rather than watch the tentacles emerge 
  from inky depths to drag the hapless victim 
  to an aquatic grave.
  The few times that a stubborn parent has 
  tried to withhold their offspring from this 
  aquatic fate, the town has been plagued by 
  horrific events as folk are driven mad, walls 
  seem to drip with terrible slimes and the 
  streets themselves become a twisted, night-
  mare landscape. When the youth has been 
  relinquished (or the family slain as punish-
  ment), these plagues vanish almost imme-
  diately, returning Averbrook to its docile 
  existence.
  The truth of Averbrook’s god and its 
  curse is a somewhat withered, but especially 
  terrifying specimen of the aboleth species, 
  Yth’Sevech. He has survived for genera-
  tions living off the small seaside community, 
  accepting their sacrifices to ensure a rich 
  supply of skum servants and guards to work 
  his will. In addition to the usual illusory 
  powers of a standard aboleth, Yth’Sevech 
  has unusual psychic powers of terror and 
  confusion, and is deceptively strong given its 
  frail appearance. It lashes out with terribly 
  powerful tentacles, dragging victims to their 
  doom if they do not succumb to its illusions 
  and mental assaults. 
  Deep Terror’s long-term plans are shroud-
  ed in mystery, as it accumulates skum fol-
  lowers, building an undersea mockery of the 
  town above, both of which it lords over as a 
  god. Some of its followers, both above and 
  below, fear that the god has gone mad—they 
  fear that Deep Terror has a network of du-
  plicate settlements, each providing victims, 
  giving Averbrook a deeper and far more dis-
  turbing purpose than any of its locals have 
  imagined.
  
  5
  
  6
  Appendix
  Psionic Powers
  biofeeDbaCk
  Discipline psychometabolism
  Level dread 1, gifted blade 1, psion/wilder 2, 
  psychic warrior 1, vitalist 1
  Display Material and visual
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 min./level (D)
  Power Points dread 1, gifted blade 1, psion/
  wilder 3, psychic warrior 1, vitalist 1
  You can toughen your body against 
  wounds, lessening their impact. For the dura-
  tion of this power, you gain damage reduc-
  tion 2/–.
  Augment For every 3 additional power 
  points you spend, your damage reduction 
  increases by 1.
  CreaTe sounD
  Discipline Metacreativity (Creation) [Sonic]
  Level cryptic 0, dread 0, psion/wilder 0
  Display Auditory; see text
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Effect Sounds; see text
  Duration 1 round/level (D)
  Saving Throw None; Power Resistance No
  Power Points psionic focus or 1
  You create a volume of sound that rises, 
  recedes, approaches, or remains at a fixed 
  place. You choose what type of sound the 
  power creates when manifesting it and can-
  not thereafter change its basic character. The 
  volume of sound created, however, depends 
  on your level. You can produce as much 
  noise as four normal humans per manifester 
  level (maximum twenty humans). Thus, talk-
  ing, singing, shouting, walking, marching, or 
  running sounds can be created. The noise 
  produced can be virtually any type of sound 
  within the volume limit. A horde of rats 
  running and squeaking is about the same 
  volume as eight humans running and shout-
  ing. A roaring lion is equal to the noise from 
  sixteen humans, while a roaring dire lion is 
  equal to the noise from twenty humans. If 
  you wish to create a specific message, up to 
  twenty five words can be created, and those 
  words repeat over and over until the dura-
  tion expires or the power is dismissed. If you 
  attempt to exactly duplicate the voice of a 
  specific individual or an inherently terrify-
  ing sound (such as a dragon’s roar), you must 
  succeed on a Bluff check with a +2 circum-
  stance bonus opposed by the listener’s Sense 
  Motive check to avoid arousing suspicion. 
  Create sound can be used to bring sounds 
  into existence that you later manipulate by 
  manifesting control sound.
  Augment If you expend your psionic 
  focus while manifesting this power, the cost 
  of the power is reduced by 1 (to a minimum 
  of 0).
  eCToplasmiC form
  Discipline Psychometabolism; Level: Dread 3, 
  egoist 3, psychic warrior 3
  Display Olfactory
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 min./level (D)
  Power Points 5
  You and all your gear become a partially 
  translucent mass of rippling ectoplasm that 
  generally conforms to your normal shape. 
  You gain damage reduction 10/psionics, and 
  you gain immunity to poison and critical 
  hits. Your material armor becomes meaning-
  less, although your size, Dexterity, deflection 
  bonuses, and armor bonuses from force ef-
  fects (such as those gained by inertial armor) 
  still apply to your Armor Class. 
  
  7
  You can manifest powers while in ectoplas-
  mic form, but you must make a concentra-
  tion check (DC 20 + power level) for each 
  power you attempt to manifest.
  You cannot physically attack, you lose 
  supernatural abilities (if any), and you can’t 
  speak while in ectoplasmic form. You can’t 
  run, but you can fly at a speed of 20 feet 
  (perfect). You can pass through small holes 
  or narrow openings, even mere cracks, with 
  all you were wearing or holding in your 
  hands. You are subject to the effects of wind, 
  and you can’t enter water or other liquid. 
  You also can’t manipulate objects or activate 
  items, even those carried along with you. 
  Continuously active items remain active, 
  though in some cases their effects may be 
  moot (such as items that provide armor or 
  natural armor bonuses).
  iD insinuaTion
  Discipline telepathy (compulsion) [mind-affect-
  ing]
  Level dread 2, psion/wilder 2
  Display Auditory
  Manifesting Time 1 standard action
  Range Close (25 ft. +5 ft./2 levels)
  Target One creature
  Duration Concentration + 1 round
  Saving Throw Will negates; Power Resistance 
  Yes
  Power Points 3
  Swift tendrils of thought disrupt the un-
  conscious mind of any one creature, sapping 
  its might. As long as the manifester remains 
  concentrating fully on this power, the subject 
  is confused, making it unable to indepen-
  dently determine it will do.
  Roll on the following table at the begin-
  ning of each of the subject’s turns to see 
  what the subject does in that round.
  d%
  Behavior
  01-10
  Attack manifester with melee or 
  ranged weapons (or move toward 
  manifester if attack is not pos-
  sible).
  11-20
  Act normally.
  21-50
  Do nothing but babble incoher-
  ently.
  51-70
  Flee from the manifester at top 
  possible speed.
  71-100
  Attack nearest creature (for this 
  purpose, a psicrystal counts as part 
  of the subject’s self).
  Augment For every 2 additional power 
  points you spend, this power’s save DC 
  increases by 1, and the power can affect an 
  additional target. Any additional target can-
  not be more than 15 feet from another target 
  of the power.
  lingering TouCh
  Discipline psychometabolism
  Level Dread 1
  Display Visual
  Manifesting Time 1 swift action
  Range personal
  Target you
  Duration 1 round
  Power Points 1
  You charge your ability to channel fear 
  and terror into your enemies, making it 
  linger within them. Any devastating touch 
  attacks made during the duration of this 
  power linger for an additional round, au-
  tomatically dealing damage the following 
  round. Any additional damage or affect 
  applied to the devastating touch is not re-
  peated.
  Augment For every 2 additional power 
  points spent, this power lasts an additional 
  round.
  
  8
  sTrengTh of my enemy
  Discipline psychometabolism
  Level dread 2, psychic warrior 2, tactician 2
  Display Visual; see text
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 round/level (D)
  Power Points 3
  You gain the ability to siphon away your 
  enemy’s strength for your own use. One 
  of your natural or manufactured weapons 
  becomes the instrument of your desire, 
  and deals 1 point of Strength damage on 
  each successful hit. You gain that point of 
  Strength as an enhancement bonus to your 
  Strength score. Strength you siphon from 
  different foes is tracked separately—the total 
  siphoned from each individual foe is consid-
  ered a separate enhancement bonus to your 
  Strength (maximum +8), and you gain only 
  the highest total.
  Augment You can augment this power in 
  one or both of the following ways.
  For every 3 additional power points you 
  spend, the maximum enhancement bonus 
  you can add to your Strength increases by 2.
  If you spend 6 additional power points, 
  you can manifest this power as a swift action.
  ThoughT shielD
  Discipline telepathy [mind-affecting]
  Level dread 2, gifted blade 2, psion/wilder 2, 
  psychic warrior 2, tactician 2
  Display Auditory
  Manifesting Time 1 immediate action
  Range Personal
  Target You
  Duration 1 round
  Power Points 3
  You fortify your mind against intrusions, 
  gaining power resistance 13 against all mind-
  affecting powers.
  Augment For every additional power 
  point you spend, this power’s duration in-
  creases by 1 round, and the power resistance 
  it provides increases by 1 point.
  unearThly Terror
  Discipline Telepathy [Fear, Mind-Affecting, 
  Network]
  Level Dread 0, psion/wilder 0, tactician 0
  Display Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target One creature
  Duration 1 round/level
  Saving Throw Will negates or Will partial (see 
  text);
  Power Resistance Yes
  Power Points Psionic focus or 1
  You form a mental bond between yourself 
  and an enemy, and use that bond to bom-
  bard their mind with horrifying images and 
  incite fear. Targets of this power who fail 
  their saving throws are shaken for the dura-
  tion of the power.
  Augment You may augment this power in 
  one or more of the following ways.
  1. If you spend 4 additional power points, crea-
  tures that fail their save become frightened 
  for the duration and those that succeed are 
  considered shaken.
  2. If you spend 8 additional power points, crea-
  tures that fail their saves become panicked 
  for the duration, and those that succeed are 
  shaken. 
  3. For every 2 additional power points you 
  spend (including those spent on the above 
  augment options) increase the save DC by 1.
  unTouChable aura
  Discipline Telepathy [Fear, Mind-Affecting]; 
  Level: Dread 1
  Display Visual, Mental
  Manifesting Time 1 move action
  Range Aura
  Target you
  
  9
  Duration 1 round/lvl.
  Saving Throw Will save (see text); Power Resis-
  tance Yes
  Power Points 1
  You manifest an aura of nightmares 
  around you which reacts to anyone trying to 
  attack you in melee, forcing the assailant’s 
  worst nightmares to consume their thoughts.
  Anyone trying to make a melee attack 
  against you must succeed on a Will save or 
  lose their attack action as they recoil in fear 
  from the images inside their mind. If the 
  save succeeds, the opponent can attack nor-
  mally and is unaffected by that manifestation 
  of the power. Power Resistance applies at the 
  same time as a Will save.
  Augment You can augment this power in 
  one or more of the following ways.
  1. If you expend your psionic focus, the mani-
  festing time becomes 1 immediate action 
  instead.
  2. For every additional power point you spend, 
  this power lasts for 1 additional round.
  3. If you spend 4 additional power points, this 
  power affects anyone trying to attack you, 
  regardless of how (any targeted powers or 
  spells, melee or ranged).
  In addition, for every 2 power points spent 
  on the above augmentations, the save DC 
  increases by 1.
  Psionic Feat
  DisCiple of fear (psioniC)
  You have studied the intricacies of terror and fear, 
  being able to use this knowledge to further your own 
  powers beyond what would normally be available for 
  you.
  Prerequisites: Devastating touch class 
  feature, terrors class feature.
  Benefit: For the purpose of your devas-
  tating touch and terror class features, your 
  effective class level increases by 4. This ben-
  efit can’t increase your effective class level to 
  higher than your Hit Dice. However, even if 
  you can’t benefit from the full bonus imme-
  diately, if you later gain Hit Dice in levels of 
  other classes, you might be able to apply the 
  rest of the bonus. This feat does not affect 
  your terrors known or give you further uses 
  of your terrors, but increases it for the pur-
  poses of augmentation and save DC’s.
  A Psionic Primer
  If this is your first introduction to psionics, 
  some of the terms used may be unfamiliar.
  Manifest—to cause a psionic power to take ef-
  fect; the psionic equivalent of casting a spell.
  Power—the psionic equivalent of a spell. Gener-
  ally, any effect that affects magic works equal-
  ly well on psionics, such as spell resistance or 
  a null magic field.
  Manifester level (ML)—the psionic equivalent 
  of caster level. This affects many variable 
  aspects of powers, though not all powers 
  automatically scale with manifester level. See 
  individual power descriptions for details of 
  what freely scales in a given power and what 
  effects cost extra power points.
  Power point reserve (PP)—a pool of points 
  used to manifest a psionic power. In general, 
  a character cannot spend more points on a 
  power than his manifester level.
  Psi-like abilities (Ps)—much like spell-like abili-
  ties, these are psionic powers innate to a 
  creature. A manifester level is given for each, 
  which controls its variable effects, just like a 
  spell-like ability. In addition, the creature is 
  treated as if it had spent a number of power 
  points equal to its manifester level, allowing 
  it to modify the power as per its description.
  Psionic subtype—a creature with a power point 
  reserve or psi-like abilities. A psionic creature 
  can gain psionic focus.
  Psionic focus—a psionically imbued state of 
  mind. Some abilities can only be used when 
  a character has psionic focus, other abilities 
  require you to expend psionic focus. Gain-
  ing psionic focus is a full-round action that 
  provokes attacks of opportunity.
  For a complete description of psionic terms and 
  rules, please see Ultimate Psionics by Dreams-
  carred Press.
  
  10
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  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Mindblast!/Villains Augmented - Yth'Sevech - Deep Terror.pdf