TEXT: ™
  ™
  ®
  
  By Bruce R. Cordell
  Requires use of the Dungeons & Dragons® Third Edition Core Books and
  the Expanded Psionics Handbook, published by Wizards of the Coast, Inc.
  This book utilizes updated material from the v. 3.5 revision.
  Additional Credits
  Additional Design (Qin):Prince “PsiSeveredHead” Elcock
  Editing:Miranda Horner
  Cover Illustration: Alan Pollack
  Interior Illustrations:Toren “MacBin” Atkinson and Alan Pollack
  Production: Sue Weinlein Cook
  Creative Direction: Monte Cook
  Proofreading: Pamela Mohan and Sue Weinlein Cook
  Cover and Interior Page Design: Peter Whitley
  Playtest Leads: Prince “PsiSeveredHead” Elcock (with the Highwind Fanatics),
  Matthew “St M” Arieta (with Team Brooklyn), and William “AntiDjinn” Elyea
  For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
  “d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of
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  are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. Malhavoc is a registered trademark and
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  rights reserved. Artwork ©2001–2004  Monte J. Cook. All other content is ©2003–2004 Bruce R. Cordell. All rights reserved. The mention of or reference
  to any company or product in these pages is not a challenge to the trademark or copyright concerned. 
  This edition of Mindscapes: Beasts of the Id is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide,
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  “Mindscapes: Beasts of the Id ©2003–2004 Bruce R. Cordell.” This material is protected under the copyright laws of the United States of America. Any reproduction,
  retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Bruce R. Cordell or Monte
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  MINDSCAPES
  BEASTS OF THE ID
  A psionics monster book
  ®
  
  Introduction: GETTING STARTED
  New Power: Call Beast of the Id .............................................................................3
  Table: Calling Beasts of the Id....................................................................................................................3
  Using This Book .........................................................................................................4
  Table: Monsters by Challenge Rating........................................................................................................4
  The MONSTERS
  Chalaziom...................................................................................................................5
  Sidebar: Chalaziom Ocellus ........................................................................................................................5
  Fungiform Ego ..........................................................................................................6
  Creating a Fungiform Ego.........................................................................................................................7
  Sidebar: Fruiting Body Nutritional Value................................................................................................8
  Idlock/Idbeast...........................................................................................................8
  Creating an Idbeast....................................................................................................................................9
  Sidebar: New Power: Unleash Idbeast......................................................................................................10
  Idbeasts as Characters.............................................................................................................................10
  Malafide....................................................................................................................10
  Sidebar: New Item: Malafide Chalkstone .................................................................................................11
  Operant Creatures.....................................................................................................................................11
  Meibomian Cyst........................................................................................................12
  Meld ...........................................................................................................................13
  Mournwrath.............................................................................................................14
  Sidebar: The Dark Plea and Preserving Mournwrath Equipment........................................................15
  Nhalcid......................................................................................................................16
  Sidebar: Additional Psychic Larva Side-Effects.....................................................................................16
  Ogre Psychic.............................................................................................................17
  Psimech Saurian/Psimech.......................................................................................18
  Sidebar: Primal Artificers and The Machine Enclave............................................................................19
  Creating a Psimech...................................................................................................................................20
  Sidebar: New Artifact: Staff of the Primal Artificer ...........................................................................20
  Qin .............................................................................................................................21
  Qin as Characters.....................................................................................................................................22
  Scampering Maw......................................................................................................22
  Scapeworm................................................................................................................23
  Soulshriver..............................................................................................................24
  Taeniad ......................................................................................................................25
  Thelihydra................................................................................................................27
  Vultaur......................................................................................................................28
  Vultaurs as Characters............................................................................................................................28
  Xenocrysth...............................................................................................................29
  Legal APPENDIX
  Open Game License ..................................................................................................31
  Table of Contents
  Mindscapes: Beasts of the Id
  2
  
  Introduction 3
  Getting Started 
  Within this volume,you will find 18 psionic creatures to add to your roleplaying game campaign.Now you can expose
  your player characters to fearsome new beasts of the id—creatures such as the chameleonlike chalaziom
  and the dreadful scampering maw.
  T
  he psionic monsters in this book are called, appropriately, “beasts of
  the id.” Before we get to the monster descriptions, here is a new power
  to help you expand the types of monsters the player characters (PCs)
  can access with their summoning abilities.
  New Power: Call Beast of the Id
  Clairsentience and Psychoportation [Summoning]
  Level: Psion/Wilder 2
  Display: Audible, visual
  Manifestation Time: 1 round 
  Range: Close (25 feet + 5 feet/two levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Power Resistance: No
  Power Points: 3 (see text)
  This power summons a specific psionic creature. It appears where you desig-
  nate and acts immediately on your turn. It attacks your opponents to the best
  of its ability. If you can communicate with the creature, you can direct it not to
  attack, to attack particular enemies, or to perform other actions.
  The power’s ability to call creatures depends on the level of the manifester, as
  does the total power point cost of the power, as shown in the table below. You
  can always choose to call a lesser creature than the most powerful one you
  could call using this power.
  Beast of the Id
  Manifester Level
  Minimum Power Points
  Qin
  4
  3
  Idlock
  5
  3
  Chalaziom
  6
  5
  Nhalcid
  7
  5
  Vultaur
  8
  7
  Scampering maw
  9
  7
  Taeniad
  10
  9
  Mournwrath
  11
  9
  Meibomian cyst
  12
  11
  Psimech
  13
  11
  Soulshriver
  14
  13
  Ogre psychic
  15
  13
  Meld
  16
  15
  Thelihydra
  18
  17
  Xenocrysth
  23
  21
  About the Author
  Born in Watertown, South Dakota, Bruce R. Cordell
  earned a degree in Environmental, Population, and
  Organismic Biology from the University of Colorado.
  While working as a research associate in process
  chemistry he learned to synthesize DNA, but he
  could not resist the call of game design. 
  In 1995, after a few years as a freelancer and designer
  of online text-generated virtual worlds (specifically, the
  Tolkien-inspired Elendor MUSH), he abandoned sci-
  ence for a designer position at TSR, now Wizards of the
  Coast. His many design credits include the Psionics
  Handbook, The Sunless Citadel, Heart of Nightfang
  Spire, Expanded Psionics Handbook, and the Origins
  Award-winning Return to the Tomb of Horrors. He
  won the 2002 EN World d20 System Award for Best
  Adventure for his first Malhavoc psionics title,
  If Thoughts Could Kill, as well as the
  2003 EN World d20 System Silver Award for
  Best Electronic Product for Mindscapes.
  Bruce lives in Seattle, Wash., with his wife Dee and
  their dog and five cats. He recently completed his sec-
  ond novel. Visit his website at <www.brucecordell.com>.
  About the Illustrators
  Alan Pollack was born in New Jersey in 1964. He stud-
  ied at the School of Visual Arts in New York City and
  in 1991 received his first cover assignment for TSR’s
  Dungeon® Magazine. Two years later, Alan became a
  full-time illustrator at TSR. In 1997 he went out on his
  own and has worked for many roleplaying game com-
  panies as well as for Del Rey, ROC, Tor Books, and
  Wizards of the Coast. Alan lives in Freehold, New
  Jersey, with his wife, their two children, and his
  Siberian huskies Xena and Pikachu.
  Toren “MacBin” Atkinson is known by night as the
  lead singer of the Cthulhu rock band, The Darkest of
  the Hillside Thickets, but by day he collects Saturday
  morning cartoons and draws monsters for money.
  You’ve seen his work in the award-winning books
  Delta Green and Death in Freeport. His illustrations
  also appear in If Thoughts Could Kill, Book of Eldritch
  Might II: Songs and Souls of Power, and Skreyn’s
  Register: The Bonds of Magic. He recently wrote and
  illustrated the Spaceship Zero roleplaying game. 
  Malhavoc Press
  Malhavoc Press is game designer Monte Cook’s d20
  System imprint devoted to the publication of unusual
  magic, monsters, and evocative game elements that
  go beyond traditional fantasy. Malhavoc Press prod-
  ucts such as The Book of Eldritch Might exhibit the
  mastery of the d20 System rules that only one of its
  original designers can offer. Look for When the Sky
  Falls, an event book designed by Bruce R. Cordell
  detailing the cataclysmic effects of a meteor strike
  on a fantasy campaign, available now.
  Current titles are available to purchase in either print
  or electronic (PDF) format at <www.montecook.com>.
  CALLING BEASTS OF THE ID
  
  Mindscapes: Beasts of the Id
  4
  Using This Book
  The creatures’ write-ups, including the summaries of their
  most common attacks and abilities, are as standard for d20
  monster statistics and as described in the MM. Entries for
  creatures appear alphabetically by name. Monsters are listed
  alphabetically in the table of contents and by Challenge
  Rating in the table below.
  CR
  Monster
  Page
  1
  Qin
  21
  2
  Idlock
  8
  3
  Chalaziom
  5
  4
  Nhalcid
  16
  5
  Vultaur
  28
  6
  Scampering maw
  22
  6
  Fungiform ego
  6
  7
  Taeniad
  25
  8
  Malafide
  10
  8
  Mournwrath
  14
  9
  Meibomian cyst
  12
  10
  Psimech saurian
  18
  11
  Soulshriver
  24
  12
  Ogre psychic
  17
  13
  Scapeworm
  23
  13
  Meld
  13
  15
  Thelihydra
  27
  20
  Xenocrysth
  29
  Look for this book’s companion volume, Mindscapes: A
  Psion’s Guide, available now. This psionics classbook contains
  a psionic combat system, a dozen new prestige classes, plus a
  variety of new psionic feats, powers, and items.
  Each monster is designed to be used with the mindscape
  psionic combat system introduced in Chapter One of A
  Psion’s Guide. Mode check and resting mode notations in the
  creatures’ Special Attacks statistics refer to this psionic com-
  bat system. If you prefer not to use this modular subsystem,
  simply disregard these references.
  This book is a new edition of the previously published
  version of Mindscapes: Beasts of the Id. In this edition,we
  have updated the material to conform to the v. 3.5 revi-
  sion of the core rules and the Expanded Psionics Handbook
  and corrected a few typos.Everything else in the book has
  stayed the same—if you already have the previous edition
  of Mindscapes: Beasts of the Id, this update does not invali-
  date your version.
  Each monster’s statistics offer Space/Reach and
  Face/Reach values, as well as the v. 3.0 and v. 3.5 versions
  of damage reduction (where applicable).
  Throughout this book, a dagger (†) indicates a power, feat,
  or item introduced in Mindscapes: A Psion’s Guide. Otherwise,
  all references to powers, spells, feats, and other rules come
  from the Expanded Psionics Handbook and the v. 3.5 revision
  of the three Core Rulebooks: the Player’s Handbook, DMG,
  and MM.
  Sidebars sprinkled throughout the text of this book pro-
  vide useful information for players and DMs alike, including
  a handful of new psionic powers and items.
  Bonus source material and ideas to augment the informa-
  tion in Mindscapes: Beasts of the Id appear on Monte Cook’s
  website. To find the links to these free web enhancements,
  visit the book’s product page online at the following address:
  <www.montecook.com/mpress_Mind.html>.
  This sourcebook is protected content except for items
  specifically called out as Open Gaming Content on the title
  page.For full details,please turn to the Legal Appendix.Open
  content is not otherwise marked in the text of this book.
  MONSTERS BY CHALLENGE RATING
  
  T
  he statistics and abilities of three of these creatures—
  the scampering maw, vultaur, and xenocrysth—were
  inspired by the cover artwork by Alan Pollack. Another
  three follow the template format as seen in the MM, which
  allows you to create variations on the themes presented here.
  In the case of these creatures—the fungiform ego, idlock,
  and psimech saurian—the template rules follow the creature’s
  initial stats. The entries for the idbeast, qin, and vultaur offer
  suggestions for playing them as characters.
  Chalaziom
  Small Aberration (Psionic)
  Hit Dice: 4d8+16 (34 hp)
  Initiative:+3
  Speed: 30 feet (6 squares), swim 20 feet
  AC: 20 (+1 size, +3 Dexterity, +6 natural), touch 14,
  flat-footed 17
  Base Attack/Grapple: +3/+0
  Attack: Slam +5 melee (1d4+1) or eye ray +7 ranged touch (2d6)
  Full Attack: 3 slams +5 melee (1d4+1) and eye ray +5 ranged
  touch (2d6)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +4, resting
  mode Sap Mind +4
  Special Qualities: Chameleon power, DR 10/magic (or
  10/+1), darkvision 120 feet, fire resistance 10
  Saves: Fort +5, Ref +4, Will +5
  Abilities: Str 13, Dex 17, Con 18, Int 12, Wis 12, Cha 15
  Skills: Hide +10,Listen +7,Search +12*,Spot +18*,Swim +16*
  Feats: Alertness, Multiattack
  Environment: Any aquatic and underground
  Organization: Solitary or collection (2–5) 
  Challenge Rating: 3
  Treasure: Standard 
  Alignment: Usually neutral
  Advancement: 5–9 HD (Small); 10–17 HD (Medium);
  18–36 HD (Large)
  Level Adjustment:+3
  The chalaziom is a cunning creature that uses light and
  psionics to waylay its foes.
  From a distance, a chalaziom has the rough appearance of
  a 4-foot-tall humanoid, complete with four limbs and a
  head, but its upright appearance is a mimicry—a chalaziom
  is far more simplistic, as shown in the illustration on the
  next page. Five stubby, starfishlike limbs radiate from a cen-
  tral disk. The chalaziom can alternately crawl on all five
  limbs or walk on just two or three.
  Instead of a standard hide or scales, the chalaziom’s body
  is covered with tiny lenses made of calcite crystals; its entire
  surface acts as one big compound eye composed of hundreds
  of tiny lenses. It uses these lenses to change its body col-
  oration, see with unbelievable clarity, discharge psionically
  intensified beams of light, and capture the minds of the
  incautious with its full-body gaze.
  Chalazioms are always voracious. They don’t usually dis-
  tinguish between sentient and nonsentient creatures when it
  comes to prey. They prefer small prey but eat anything they
  can catch. Because they regard all other creatures as poten-
  tial food, most beings
  consider them simple
  animals. However,
  chalazioms have a
  secret culture they
  share only among
  themselves, and they
  communicate in rapid
  pulses of light from
  “eye” to “eye” quicker
  than any other crea-
  ture can follow. Deep below the earth in hidden aquifers,
  chalazioms gather in colossal clumps, each transmitting
  whole libraries of information in moments with light pulses.
  Rolling through the dark waters, these masses of signaling
  chalazioms look like lightning-lit thunderheads drowned in
  dark liquid.
  Combat
  Chalazioms slam opponents with their limbs, fascinate the
  unwary, and blast eyebeams at their closest prey.
  * Skills: The chalaziom enjoys a +8 racial bonus on
  Search, Spot, and Swim checks.
  Psi-Like Abilities : Chalazioms produce these effects at
  will:
  Eye Ray: Once per round the chalaziom can gather ambi-
  ent light (or a portion of light it has stored) and release from
  its lens-covered body a ray of energized radiance that deals
  2d6 points of damage. The chalaziom can make this attack
  in conjunction with its melee attacks and it does not draw an
  attack of opportunity.
  Gaze: During any round that the chalaziom takes only a
  move action, its gaze ability potentially affects any creature
  within 30 feet without conscious effort on the chalaziom’s
  part. Creatures affected by the gaze stand fascinated and take
  no actions for 1d4 rounds while they stare into the incredible
  compound eye that covers the creature’s body. If something
  The Monsters 
  Each of these new beasts of the id is ready to trouble player characters or empower their ability to summon
  and control strange new monstrosities.With a variety of Challenge Ratings ranging from 1 to 20,
  there’s something to throw at every adventuring party!
  5
  Chalaziom Ocellus
  When a chalaziom is slain, residual psionic
  energy lingers in 1d4 of its crystal lenses. If
  detached, each acts as a complete pair of eyes
  of charm. Each ocellus can be used only once
  against a single target, for a maximum of
  10 rounds, before crumbling away with its
  psionic energy completely drained.
  Faint telepathy, ML n/a; Price 75 gp; Weight —
  
  attacks the affected creature, this fascination breaks. A Will
  save (DC 16) negates the effect. Each opponent within range
  of a gaze attack must attempt a saving throw every round at
  the beginning of its turn in initiative order. The creature also
  can gaze actively as an attack action by choosing a target
  within range, which must then attempt a saving throw. A
  chalaziom is immune to its own gaze attack.
  Chameleon Power (Ex): The chalaziom can skillfully
  manipulate the light entering and reflecting from its myriad
  crystal lenses, thus changing the coloration of itself and its
  equipment to match its surroundings. This provides a +8 cir-
  cumstance bonus on the chalaziom’s Hide checks.
  Fungiform Ego*
  Medium Ooze (Psionic)
  Hit Dice: 5d10+23 (60 hp)
  Initiative: +1
  Speed: 30 feet (6 squares)
  AC: 19 (+1 Dexterity, +3 natural, +5 +1 chainmail), touch 11,
  flat-footed 18
  Base Attack/Grapple:+3/+6
  Attack and Full Attack:+1 greatsword +8 melee (2d6+7)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +4, resting
  mode Brain Hammer +4, fruiting aura
  Special Qualities: Blindsight 60 feet, ooze traits
  Saves: Fort +6, Ref +2, Will +4
  Abilities: Str 16, Dex 13, Con 14, Int 12**, Wis 12, Cha 14
  Skills: Jump +7, Knowledge (nature)+5, Knowledge (psion-
  ics)+5, Listen +5, Sense Motive +5, Spot +5
  *
  Templated creature;template appears on page 7.
  ** Emulates/takes control of former host’s Intelligence +4.Skill points equal to
  (2+Intelligence modifier,minimum 1) per Hit Die,with quadruple skill points
  for the first Hit Die.
  Feats: Combat Reflexes, Iron Will, Power Attack, Toughness,
  Weapon Focus (greatsword), Weapon Specialization
  (greatsword)
  Environment: Any
  Organization: Solitary or colony (6–12)
  Challenge Rating: 6
  Treasure: Standard 
  Alignment: Chaotic evil
  Advancement: By character class
  Level Adjustment:+2
  The fungiform ego kills the higher minds of those it
  infests and fuses itself into the mindless decaying corpse of
  its new fleshy body.
  Formed by the infection of a previous fungiform ego’s fruit-
  ing aura,the creature described here dwells in the body of a
  typical human mercenary complete with +1 chainmail armor
  and a +1 greatsword. This host nourishes a terrible infection.
  Crests of vile fungus sprout and burrow on the skin,preserv-
  ing the flesh against total decay.The eyes are cloudy sacs of
  rot,and the flesh is veined yellow and green.If ever broken
  open,the chest cavity is revealed to be partially hollowed out
  and filled with a packed mass of squalid vegetable matter.The
  fungiform ego still wears the clothing and uses the equipment
  of the base body and retains access to all the base body’s
  memories,abilities,and traits.Fungiform egos can disguise
  their bodies with untarnished armor,gauntlets,and a helm,
  or a voluminous robe,if attempting to pass as normal.In
  addition to serving as a tool for interacting with the physical
  world,the body provides the main mass of the creature (in
  the chest) with some protection.Despite the condition of its
  fleshy carapace,the fungiform ego is very much alive.
  Fungiform egos work toward their own inscrutable goals,
  which invariably run counter to those of most other creatures.
  Mindscapes: Beasts of the Id
  6
  
  Fungiform Ego 7
  Rumors indicate that every fungiform ego is a minor infection of a much greater mass that spreads rhizoid
  fingers through the damp soils of little-visited lands.The goals of this greater mass,called the Mother Mass,
  may include eventual coverage of the entire world—the ecosystem would consist only of it and its progeny.
  Fungiform egos speak whatever language their hosts originally spoke (usually Common), though
  they also “speak” to each other via a rhizoid-mediated language that requires direct contact.
  Combat
  Fungiform egos rely somewhat on the raw combat ability of their bodies if their base bodies
  are warriors. Others rely on psionic powers or spells if their base bodies could use either
  of those abilities. However, every fungiform ego counts on its fruiting aura to eventually
  overcome its foes, using its psionic powers generally in a support capacity.
  Fruiting Aura (Ex):Once per day the fungiform ego can generate a cloud of spores
  from quickly extruded fruiting bodies. As a move action, the fungiform ego’s skin pro-
  duces dozens of bulbous, inflamed, seemingly pus-filled spots (abscesses); however,
  when these burst—with ghastly, wet popping sounds—into a haze of spores, it
  becomes clear that something more insidious is afoot.
  The haze of spores reaches a radius of 10 feet and lasts up to 10 rounds (though wind
  or breeze disperses the fruiting aura in 1d4 rounds). Upon initial exposure to the aura, any
  creature in it (including undead, but not constructs, oozes, or elementals) must make a
  Fortitude saving throw (DC 15). Those that fail this save are infected. A new save is required
  for an exposure to a different aura.
  Creatures cannot be infected again by the same fruiting aura once they’ve already become
  infected. An infected creature immediately takes 1d3 points of temporary Dexterity and
  Constitution damage. Even while out of the aura, the infected creature must continue to make
  a Fortitude saving throw (DC 15) every minute. On each failed save, the victim takes another
  1d4 points of temporary Charisma and Constitution damage. If the victim succeeds at three sav-
  ing throws in a row or receives psionic or magical relief from disease, the infection is stemmed.
  Should the character’s Charisma or Constitution go to 0, the character is lost, and a new fungi-
  form ego is born, with the personality, knowledge, and goals of its progenitor fungiform ego.
  See “Creating a Fungiform Ego” below.
  Psi-Like Abilities:3/day—attraction, aversion, false sensory input, psionic charm, schism, steadfast
  perception. Manifester level 7th; save DCs are Charisma based. Augmentable powers are aug-
  mented to the limit of the manifester level, if appropriate to the power.
  Ooze Traits: A fungiform ego is immune to poison,sleep,paralysis,stunning,and polymor-
  phing.Unlike other oozes,fungiform egos are susceptible to mind-affecting effects (because
  each shares a single mind made up of contributions from each individual fungal unit).They
  have no clear front or back and are therefore not subject to critical hits or flanking.Oozes are
  blind but have the blindsight special quality.
  Oozes normally have no natural armor ratings,but fungiform egos “armor” themselves in the
  fleshy bodies that give them shape.Inside the husk,fungiform egos are difficult to kill because
  their bodies are mostly simple protoplasm.This is reflected by bonus hit points (see the MM).
  Creating a Fungiform Ego
  “Fungiform ego” is a template that can be added to any living creature (referred to
  hereafter as the “base creature”). Constructs are not viable choices, though undead
  are, as mentioned above. Creatures with this template are also often referred to as
  “fungiform” creatures. The creature’s type changes to “ooze,” albeit an ooze that
  retains and even improves its Intelligence score (based on that of the base creature). It
  uses all the base creature’s statistics and special abilities except as noted here.
  Statistics and abilities not presented below are as the base creature.
  Hit Points: +10 bonus hit points
  AC: Natural armor improves by +3 (this represents the fungus that hardens to form
  a carapace on the skin of the base creature the fungiform ego uses as a vessel).
  
  Special Attacks: A fungiform ego retains all the special
  attacks of the base creature. It also gains psi-like abilities
  and a fruiting aura.
  Psi-Like Abilities: 3/day—attraction, aversion, steadfast percep-
  tion, false sensory input, schism. Manifester level 7th; save DCs
  are Charisma based. Augmentable powers are augmented to
  the limit of the manifester level, if appropriate to the power.
  Fruiting Aura
  (Ex): Once per
  day,the fungiform
  ego can generate a
  cloud of spores
  from quickly
  extruded fruiting
  bodies.As a move
  action,the fungi-
  form ego’s skin
  produces dozens
  of bulbous,inflamed,seemingly pus-filled spots (abscesses);
  however,when these burst—with ghastly,wet popping
  sounds—into a haze of spores,it becomes clear that some-
  thing more insidious is afoot.The haze of spores reaches a
  radius of 10 feet and lasts up to 10 rounds (though wind or
  breeze disperses the fruiting aura in 1d4 rounds).Upon initial
  exposure to the aura,any creature in it (including undead,but
  not constructs,oozes,or elementals) must make a Fortitude
  saving throw (DC 15).Those that fail this save are infected.A
  new save is required for an exposure to a different aura.
  Creatures cannot be infected again by the same fruiting
  aura once they’ve already become infected. An infected crea-
  ture immediately takes 1d3 points of temporary Dexterity
  and Constitution damage. Even while out of the aura, the
  infected creature must continue to make a Fortitude saving
  throw (DC 15) every minute. On each failed save, the victim
  takes another 1d4 points of temporary Charisma and
  Constitution damage. If the victim succeeds at three saving
  throws in a row or receives psionic or magical relief from dis-
  ease, the infection is stemmed. Should the character’s
  Charisma or Constitution go to 0, the character is lost, and a
  new fungiform ego is born, with the personality, knowledge,
  and goals of its progenitor fungiform ego.
  Special Qualities: A fungiform ego has all the special
  qualities of the base creature, plus it gains the benefits of
  being an ooze (except immunity to mind-affecting effects).
  Ooze Traits: A fungiform ego is immune to poison, sleep,
  paralysis, stunning, and polymorphing. Unlike other oozes,
  fungiform egos are susceptible to mind-affecting effects
  (because each shares a single mind made up of contributions
  from each individual fungal unit). They have no clear front
  or back and are therefore not subject to critical hits or flank-
  ing. Oozes are blind but have the blindsight special quality.
  Oozes normally have no natural armor ratings, but fungi-
  form egos “armor” themselves in the fleshy body that gives
  them shape. Inside the husk, fungiform egos are difficult to
  kill because their bodies are mostly simple protoplasm. This
  is reflected by bonus hit points (see the MM).
  Abilities: +4 Charisma, +4 Intelligence. Unlike most
  oozes, a fungiform ego has an Intelligence score and thus is
  not immune to mind-affecting effects. A fungiform ego has
  skill points equal to 2 + Intelligence modifier (minimum 1)
  per Hit Die, with quadruple skill points for the first Hit Die.
  Challenge Rating: Same as the base creature +1
  Alignment: Usually any evil
  Idlock / Idbeast*
  Medium Magical Beast (Psionic)
  Hit Dice: 2d10+6 (17 hp)
  Initiative: +3
  Speed: 50 feet (10 squares)
  AC: 22 (+3 Dexterity, +9 natural), touch 13, flat-footed 19
  Base Attack/Grapple:+2/+6
  Attack:Claw +6 melee (1d8+4) 
  Full Attack: 2 claws +6 melee (1d8+4) and bite +1 melee
  (2d6+2)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Id strike, psi-like abilities, mode check +3,
  resting mode Force Multiplier +0
  Special Qualities: Blindsight 30 feet,cunning,immunities,
  poison immunity,resistance to acid 10,cold 10,electricity
  10,and fire 10,scent
  Saves: Fort +6, Ref +6, Will +1
  Abilities: Str 19, Dex 17, Con 17, Int 8, Wis 12, Cha 8
  Skills: Climb +7,Hide +14**,Listen** +10,Move Silently** +7,
  Search +3, Spot** +11
  Feats: Alertness
  Environment: Any mountains and underground
  Organization: Solitary or tribe (leader plus 5–20 grimlocks)
  Challenge Rating: 2
  Treasure: Standard coins; standard goods (gems only);
  standard items
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment:+2
  * Templated creature;template appears on page 9.
  Primitive instincts and impulses do not always connote a
  primitive organism. Predatory instincts drive all creatures to
  some extent. For some, predation is all. Though few drives
  are so basic as the need to eat, even the most highly evolved
  consciousness requires sustenance and harbors an idbeast
  that slavers for freedom.
  Under the right circumstances,a living creature can undergo
  a terrifying transformation catalyzed by its mind.A rare storm
  of psychic potential can touch off a wave of physical and mental
  alterations in the creature,allowing its most primitive instincts
  to reshape its body and abilities.Psionic energy,something
  Mindscapes: Beasts of the Id
  8
  Fruiting Body Nutritional Value
  If defeated, the mass of dead fungus found in the chest
  cavities of most hosts has a hideous stench and begins
  to rot almost immediately. However, if the mass is con-
  sumed in its entirety within the first 24 hours following
  death, psionic characters regain up to 19 spent power
  points for the day (if any) while psionic creatures that
  freely manifest their powers regain up to 3 usages for
  the day. The downside is that one Fortitude saving
  throw (DC 15) determines whether the diner is infected
  by the fruiting aura.
  
  every creature has the potential to harness,plays a part in this
  transformation.Ironically,a creature without psionic abilities
  before its “release” finds itself awakened to the power of the
  mind in its new,more primitive,embodiment.
  No matter the form, idbeasts are always impressive speci-
  mens, having lean predatory lines, thick musculature, catlike
  eyes, and a ferocious, hungry demeanor that never fades.
  Sometimes the creature’s body swells with excess power
  when its emotions run especially high.
  Permanently transformed idbeasts are too wild to live in the
  confines of their original society, tribe, herd, or other group.
  These loners hunt the edges of civilization in search of ways to
  gratify their next unconquerable urge,be it for food or pleasure.
  The idlock is an example of a creature—in this case, a
  grimlock—overcome by its internal idbeast.
  Combat
  Idlocks are blind, but their exceptional senses of smell and
  hearing allow them to locate foes nearby. As a result, they
  usually shun ranged weapons and charge into the fray with
  their claws and teeth.
  Id Strike (Su): The idlock can make a normal attack to
  deal additional damage equal to its Hit Dice total (maximum
  of +20) against a foe once per day. When it makes such
  attacks, it visibly seems to swell with power as its muscles
  ripple and its eyes blaze out like beacons of hunger.
  Psi-Like Abilities: 3/day—biofeedback. Manifester level
  2nd. Augmentable powers are augmented to the limit of the
  manifester level, if appropriate to the power.
  Blindsight (Ex): Idlocks can ascertain all foes within 30
  feet as a sighted creature would. Beyond that range, they
  treat all targets as totally concealed (see “Concealment” in
  Chapter Eight: Combat in the Player’s Handbook).
  Idlocks are susceptible to sound- and scent-based attacks,
  however, and are affected normally by loud noises and sonic
  spells (such as ghost sound or silence) and
  overpowering odors 
  (such as stinking cloud or incense-heavy air).Negating an idlock’s
  sense of smell or hearing reduces this ability to normal Blind-
  Fight (as the feat).Negating both effectively blinds the idlock.
  Cunning (Ex): An idlock is never caught flat-footed.
  Immunities: Idlocks are immune to gaze attacks, visual
  effects, illusions, and other attack forms that rely on sight.
  **Skills: An idlock’s dull gray skin helps it hide in its native
  terrain,conferring a +10 racial bonus on Hide checks in
  mountains or underground.An idlock gains a constant +4 id
  bonus on Hide,Listen,Move Silently, and Spot checks.
  Creating an Idbeast
  “Idbeast” is a template you can add to any living creature
  with an Intelligence of at least 3 (referred to hereafter as the
  “base creature”).Constructs and undead are not viable choic-
  es (though an idbeast could become undead at a later date
  with the application of the vampire template, for example).
  With the application of this template, the creature’s type
  changes to “magical beast.” It uses all the base creature’s sta-
  tistics and special abilities except as noted here. Statistics
  and abilities not presented below are as the base creature.
  To name your final idbeast, simply add the word “id” to
  the front of the creature’s name as appropriate. If confusion
  could result when you drop part of the creature’s name and
  replace it, simply add “id” to the name instead. For example,
  an umber hulk could become an id hulk, a harpy becomes an
  id harpy, and so on.
  Speed: The creature’s base speed improves by +20
  AC: Natural armor improves by +5
  Attacks:An idbeast gains bite and claw attacks in addition
  to the base creature’s attacks,if it did not have them already.
  Damage: If the base creature does not have bite and claw
  attacks, use the damage values in the table below. Otherwise,
  use the values below or the base creature’s damage, which-
  ever is greater.
  Idlock/Idbeast 9
  
  Size
  Bite Damage
  Claw Damage
  Fine
  1d3
  1d2
  Diminutive
  1d4
  1d3
  Tiny
  1d6
  1d4
  Small
  1d8
  1d6
  Medium
  2d6
  1d8
  Large
  2d8
  2d6
  Huge
  4d6
  2d8
  Gargantuan
  4d8
  4d6
  Colossal
  8d6
  4d8
  Special Attacks: An idbeast retains all the special attacks
  of the base creature. Idbeasts with Intelligence or Wisdom
  scores of 8 or higher possess the following psionic abilities,
  using their Hit Dice or level as the manifester level (an aug-
  mentable power is always augmented fully to the limits of
  that manifester level), as specified in the table below. Unless
  otherwise indicated, the ability is usable once per day.
  Level
  Abilities
  1–2
  Id strike, biofeedback
  3–4
  Vigor
  5–6
  Id charge 3/day 
  7–8
  Id strike 2/day
  9–10
  Dimension door, psionic
  11–12
  Suggestion, psionic
  13–14
  Id strike 3/day
  15–16
  Defer fatality†
  17–18
  Ultrablast
  19+
  Monster domination
  Id Strike (Su): The creature can make a normal attack to
  deal additional damage equal to its Hit Dice total (maxi-
  mum of +20) against a foe a number of times per day as
  noted in the
  table. When it
  makes such
  attacks, it seems
  to swell with
  power as its mus-
  cles ripple and its
  eyes blaze like
  beacons of
  hunger.
  Id Charge (Ex):
  If an idbeast
  charges a foe dur-
  ing the first round
  of combat, it can
  make a full attack
  even if it has
  already taken a
  move action.
  Special Qualities: Idbeasts have all the special qualities of
  the base creature, plus they gain immunity to poison, and
  have acid, cold, electricity, and fire resistance 10. They also
  gain cunning and are considered psionic creatures (they can
  participate in mindscape combat).
  Cunning (Ex): An idbeast is never caught flat-footed.
  Abilities: Increase from the base creature as follows: Str
  +4, Dex +4, Con +4, Int –2, Wis +4, Cha +2.
  Skills: Idbeasts receive a +4 id bonus on Hide, Listen,
  Move Silently, and Spot checks.
  Challenge Rating:Same as the base creature +1 (for 1–2
  HD creatures); same as base creature +2 for 3–16 HD crea-
  tures; same as base creature +3 for HD 17+ creatures.
  Alignment: Always neutral
  Idbeasts as Characters
  Idbeast humanoids often have a character class; they favor
  fighters and barbarians.
  Malafide
  Medium Aberration (Psionic)
  Hit Dice: 8d8+24+4 (64 hp)
  Initiative: +2
  Speed: 30 feet (6 squares)
  AC: 21 (+2 Dexterity,+5 natural,+4 inertial armor),touch 12,
  flat-footed 19
  Base Attack/Grapple:+6/+8
  Attack:Claw +8 melee (1d6+2)
  Full Attack:3 claws +8 melee (1d6+2)
  Space/Reach: 5 feet/5 feet  (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Operant, mode check +6, resting mode
  Mind Insurgency +0
  Special Qualities: Astral freedom, DR 10/magic (or 10/+1),
  darkvision 60 feet
  Saves: Fort +7, Ref +4, Will +6
  Abilities: Str 15, Dex 14, Con 17, Int 15, Wis 10, Cha 12
  Skills: Bluff +6, Concentration +8, Diplomacy +6,
  Knowledge (psionics) +7, Knowledge (the planes) +7,
  Psicraft +6
  Feats: Imprint Stone, Psionic Body, Subconscious Power†
  Environment: Astral Plane
  Organization: Solitary or raid (3–6)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment:+3
  Malice on the Astral Plane has a new name: the malafide.
  A malafide stands upright like a humanoid, but its flesh
  appears horribly wrinkled, as if steeped much too long in
  water, or like the surface of a prune or raisin dried in the
  sun. They have three arms equidistantly spaced around their
  Mindscapes: Beasts of the Id
  10
  New Power:Unleash Idbeast
  Psychometabolism
  Level: Psion/Wilder 5, Psychic Warrior 5
  Display: Mental
  Manifestation Time: One standard action
  Range: Personal
  Target: You
  Duration: 1 round/ level
  Power Points: 5, XP Cost
  You reach deep into your subconscious and psionically
  empower your id. You gain the “idbeast” template for
  the power’s duration. When the power ends, subtract
  the number of hit points, power points, and other loss-
  es from your normal scores.
  Player Note: If you plan to use this power, prepare a
  separate character sheet with the effects of the template
  already applied before you intend to use it in the game.
  XP Cost: 50 XP
  
  upper torso, and they possess two legs. Their heads look
  lizardlike, with the same horribly wrinkled flesh that covers
  their bodies. Malafides enjoy dressing in grand robes of pure
  white, in which they have stitched various psionic diagrams
  and cortical pathways.
  The malafides are a race of malicious alien psionic creatures
  that live on caravan-cities that ply the infinite Astral Plane.
  When their caravans come into close spatial proximity to
  worlds of the Material Plane,they fade into material existence
  in search of psionic lore and plunder.They consider themselves
  lords of the Astral Plane,and so they viciously hunt other astral
  denizens whenever they encounter them—so far,most remain
  unaware that the malafide caravans have begun to “arrive” from
  farther realities.While the caravans,each headed by a different
  malafide “tribe,” constantly roam the Astral Plane, once they
  find a new material world to loot (or trade with, in rare cir-
  cumstances), a caravan may linger for 10 to 50 years.
  Malafides speak their own language.
  Combat
  Malafides are psionic creatures first and are naturally 
  operant—almost like psions (see next page). Many of them
  take levels of psion to increase their might, but even
  untrained adults are fearsome psionic combatants.
  Operant (Ps): A malafide manifests as an 8th-level psion.
  Psionic Powers Discovered: (5/4/4/4; save DC 12 + power
  level; power points 64): 1st—astral construct, energy ray, con-
  ceal thoughts, detect psionics, inertial armor; 2nd—concussion
  blast, concealing amorpha, mass missive, swarm of crystals; 3rd—
  body adjustment, energy blast, eradicate invisibility, share pain-
  forced; 4th—correspond, energy adaptation, personality parasite,
  psionic dimension door
  Astral Freedom (Su): A malafide can shift from the Astral
  to the Material Plane as a free action, and it can shift back
  again as a move action (or as part of a move action) each
  time it pays a cost of 5 power points.
  Operant
  Creatures
  Operant creatures do
  not freely manifest
  their psionic powers,
  but they instead pay
  power points to man-
  ifest powers like
  psionic characters. (If
  “operant” is added as
  a template, a creature
  may continue to freely
  manifest any power it
  could freely manifest
  as the base creature.) 
  Operant creatures
  manifest powers as if
  a psion in all ways but
  one: they cannot chose a primary discipline. Their manifester
  level varies by creature type. However, they learn powers
  from the psion/wilder list according to their manifester level,
  gain power points (and possibly bonus power points for
  high Intelligence), gain the ability to use meta-psionic feats
  to adjust their powers, and so on.
  Some operant creatures learn powers from the psychic
  warrior list instead of the psion/wilder list.
  New Item:Malafide Chalkstone
  Malafides mine a special substance they call
  chalkstone from an undisclosed location on
  the Astral Plane. While most malafides are not
  given the location of this mine, most do receive
  a piece of chalkstone, which appears as chalky
  lump of multicolored rock. Any psionic creature
  can scribe a psionic tattoo of any power it
  knows using the chalkstone; possession of the
  chalkstone replicates the Scribe Tattoo feat in
  all ways (see the Expanded Psionics Handbook),
  save as follows: The scriber must use the chalk-
  stone to scribe the power, the scriber must per-
  sonally know the power to be scribed, and the
  owner does not need to pay a gold piece cost to
  scribe a psionic tattoo. Each piece of chalkstone
  can scribe up to five psionic tattoos. Possession
  of chalkstone counts toward an individual
  malafide’s treasure.
  Faint metacreativity; ML 5th; cannot be made,
  only mined; Price 6,565 gp per piece; Weight —
  Malafide 11
  
  Meibomian Cyst
  Large Aberration (Shapechanger,Psionic)
  Hit Dice: 12d8+96 (150 hp)
  Initiative: +1
  Speed: 40 feet (8 squares)
  AC: 24 (–1 size, +1 Dexterity, +14 natural), touch 10,
  flat-footed 23
  Base Attack/Grapple:+9/+21
  Attack:Claw +16 melee (1d6+8)
  Full Attack:2 claws +116 melee (1d6+8) and bite +13 melee
  (1d8+4) and tail slam +13 melee (1d8+4)
  Space/Reach: 10 feet/10 feet  (Face/Reach 5 feet by 5 feet/10
  feet)
  Special Attacks: Improved grab, psi-like abilities, mode
  check +6, resting mode Acumen Screen +4, rend 3d6+12
  Special Qualities: Alternate form, darkvision 60 feet,
  DR 10/magic and piercing (or 10/+2),power resistance 16 
  Saves: Fort +16, Ref +9, Will +10
  Abilities: Str 26, Dex 12, Con 27, Int 13, Wis 14, Cha 10
  Skills: Bluff +7, Diplomacy +7, Hide +8, Intimidate +7,
  Listen +11, Spot +14 
  Feats: Alertness, Combat Reflexes, Multiattack, Power
  Attack, Weapon Focus (claw)
  Environment: Any land and underground
  Organization: Solitary or parasitic team
  (one cyst and one ancient green dragon) 
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 13–20 HD (Large); 21–29 HD (Huge)
  Level Adjustment:+4
  A meibomian cyst spends much of its life in cyst form,act-
  ing as a parasitic third eye upon the head of a Gargantuan or
  Colossal creature.When necessary,the cyst detaches from its
  host and assumes a far more dangerous guise.
  In its detached form,a meibomian cyst appears to be a
  large,muscular,scaled beast with a single eye on its owl-like
  head.Its body has the proportions of a very broad hunting
  cat,though transparent scales cover it,and a dense network
  of red arteries pulses beneath the scales.Its beak is cruel and
  sharp,as are its talons.Its long,thick,prehensile tail ends in
  a large,bony swelling that is perfect for smashing its enemies.
  A meibomian cyst is a natural dealmaker,but only with
  creatures large enough to provide the destruction it craves
  and the body size its parasitic nature needs (see the creature’s
  alternate form quality below).Though meibomian cysts prefer
  to parasitize a larger creature,they sometimes remain
  detached,without a host,and slink around the lair of a drag-
  on or another legendary creature,seeking an introduction.
  Meibomian cysts speak Common, Draconic, and Giant.
  Combat
  When forced into combat,meibomian cysts are vicious killers.
  Psi-Like Abilities: 3/day—catfall, object reading, psionic true
  seeing, remote viewing, sensitivity to psychic impressions.
  Manifester level 12th; save DCs are Intelligence based.
  Augmentable powers are augmented to the limit of the man-
  ifester level, if appropriate to the power.
  Improved Grab (Ex): To use this ability, the cyst must hit
  a Medium or smaller opponent with a claw. If it gets a hold,
  it automatically deals claw damage and rends.
  Mindscapes: Beasts of the Id
  12
  
  Rend (Ex): A cyst that hits with both claw attacks latches
  onto the opponent’s body and tears the flesh. This automati-
  cally deals an additional 3d6+12 points of damage.
  Alternate Form (Su): A meibomian cyst can assume two
  forms.The first is a Large spherical,eyelike cyst.The second
  form is the Large detached form described above.
  In cyst form, the creature can attach itself to a willing
  Gargantuan or larger creature (preferably in the center of the
  forehead). It appears to be a swelling or infestation on the
  parasitized creature, complete with a wide, blinking eye at its
  center. While so attached, it can relay any information it
  gains from using its psi-like abilities directly to the para-
  sitized creature, as if that creature were the ability’s recipi-
  ent. (It cannot relay its catfall ability to its host.) While it
  remains attached, the cyst gains all its requisite nourishment
  from this host; while attached, the host’s Constitution score
  drops by 2 points. As a standard action, the cyst can detach
  itself, fall to the ground, and assume its detached form.
  While it is in cyst form, foes who know enough to recog-
  nize the “third eye” as a separate creature may target it
  instead of the host, although the cyst enjoys its host’s Armor
  Class, if better than its own. Likewise, it enjoys its host’s sav-
  ing throw bonuses, if better than its own.
  Meld
  Huge Aberration (Psionic)
  Hit Dice: 14d8+42 (105 hp)
  Initiative: +2 
  Speed: 40 feet (8 squares)
  AC: 28 (–2 size, +2 Dexterity, +18 natural), touch 10,
  flat-footed 16
  Base Attack/Grapple: +10/+25
  Attack:Slam +16 melee (2d8+7)
  Full Attack: 2 slams +16 melee (2d8+7)
  Space/Reach:15 feet/15 feet (Face/Reach 10 feet by 10
  feet/15 feet)
  Special Attacks: Extrude fleshslave, improved grab, meld,
  psi-like abilities, mode check +9, resting mode
  Brain Hammer –4
  Special Qualities: Darkvision 60
  feet, fast healing 5,
  power resist-
  ance 23
  Saves: Fort +7, Ref +6, Will +11
  Abilities: Str 25, Dex 15, Con 17, Int 12, Wis 14, Cha 12
  Skills: Concentration +12, Hide +2, Intimidate +10,
  Knowledge (psionics) +9, Listen +13, Spot +12
  Feats: Alertness, Combat Reflexes, Psionic Fist, Psionic
  Meditation, Weapon Focus (slam)
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: By character class
  Level Adjustment:+5
  The half-amorphous meld defeats its foes by absorbing
  their bodies, integrating their minds, then extruding its
  newest free-roaming part.
  A meld appears as a humanoid shape towering 18 feet
  high and weighing approximately 9,000 lbs. Its body looks
  thick, broad, and bloated, seemingly composed of slowly set-
  ting mud or dough the color of mucous. Silently screaming
  faces and futilely grasping hands stretch the wet, slick skin
  of its upper body, as if full-size absorbed creatures constantly
  attempt to scream or crawl out. However, careful watch of
  these phenomena reveals them to be mere tides of skin with-
  out real substance behind them.
  A meld is every creature’s worst nightmare.Most would
  wholeheartedly submit to the total domination of a cruel
  telepath before being “controlled” by a meld.That’s because a
  meld absorbs a victim directly into itself,integrating the vic-
  tim’s tissue into its own—in essence,the victim becomes the
  meld,and all the knowledge,abilities,and skills of the victim
  become available to the meld for later use,as does the victim’s
  equipment.If it later desires,a meld can call upon any crea-
  ture it has absorbed and release a nearly perfect facsimile,
  sending it out to do the meld’s desires or to help
  defend the meld when threatened.
  Melds hail from a world completely coat-
  ed in living slime. Like a sea of mucous,
  the slime teems with foul life that is hard
  to distinguish from the medium of the
  ocean itself. Melds are free-roam-
  ing portions of that world
  that have achieved a
  measure of
  Meld 13
  
  independence due to their psionic abilities. Despite their
  independence, they still possess many traits of the world
  they left behind.
  A melds speaks all the languages of every creature it has
  ever absorbed, which means a mature meld speaks most lan-
  guages of the region in which it hunts.
  Combat
  A meld attempts to use its psi-like abilities to weaken its tar-
  get, then it wades in and grabs as many victims as possible
  to absorb with its meld power. It also can extrude a flesh-
  slave if it has capacity available.
  A meld also uses its Psionic Fist feat when it is psionically
  focused to deal more damage to its foes.
  Extrude Fleshslave (Ex): A meld can trigger the release of
  any creature it has previously absorbed with its meld power as
  a free action; however, once triggered, a fleshslave extrudes
  from the meld’s own flesh as a full-round action and can take
  its action at the beginning of the meld’s next round of actions.
  While a meld can “remember” any number of previous absorp-
  tions, it can only extrude and control a number of fleshslaves
  whose total Hit Dice do not exceed 26. Additionally, it can
  extrude only one active version of a given absorbed victim.If
  the meld extrudes more Hit Dice worth of fleshslaves than it
  can control,previously active fleshslaves slump into so much
  mucous,until the Hit Dice cap again falls below 26.So,while
  a meld that has successfully depopulated a thorp of a dozen
  residents could individually extrude all those creatures, it
  could never extrude all of them simultaneously.
  A fleshslave looks like its original before it was absorbed
  except for a strange greenish cast to its eyes (noticeable with
  a Spot check, DC 18). It has all the knowledge, abilities, pow-
  ers, and potentially even the equipment of the original: A
  meld can carry in its body equipment for up to four Large
  and eight Medium creatures, so fleshslaves may extrude with
  their stored equipment intact . However, the fleshslave
  becomes an extension of the meld—what it knows, the meld
  knows, and vice versa.
  A fleshslave lasts 24 hours before slumping into so much
  mucous.
  Improved Grab (Ex): To use this ability, the meld must
  hit a Large or smaller opponent with a slam.
  Meld (Ex): A meld can try to absorb a grabbed opponent
  of Large or smaller size by making a successful grapple check.
  On a successful check,the victim is enveloped by the meld’s
  mucouslike flesh.Once inside,the victim takes 2d8+10 points
  of crushing damage plus 3d8 points of acid damage per
  round from the meld’s corrosive tissue.An absorbed creature
  can attempt to struggle free of the meld’s flesh with a success-
  ful grapple check.This returns it to the meld’s sticky exterior,
  where another successful grapple check is needed to get free.
  An absorbed creature also can cut its way out by using claws
  or a Small or Tiny slashing weapon to deal 25 points of dam-
  age to the surrounding flesh (AC 24).Once the creature exits,
  the mucouslike flesh closes over the hole;another absorbed
  opponent must cut its own way out.
  Creatures brought to –10 hit points or less are completely
  dissolved,absorbed,and integrated into the meld.If the
  absorbed creature has 13 HD or less,the meld maintains perfect
  tissue recollection of the creature and can later spawn that crea-
  ture as a free-roaming part of itself (see Extrude Fleshslave).
  The meld’s interior can hold two Large, four Medium,
  eight Small, or 16 Tiny or smaller opponents.
  Psi-Like Abilities: 3/day—brain lock, cloud mind, ectoplas-
  mic cocoon, thicken skin. Manifester level 14th; save DCs are
  Charisma based. Augmentable powers are augmented to the
  limit of the manifester level, if appropriate to the power.
  Mournwrath
  Medium Outsider (Extraplanar,Psionic)
  Hit Dice: 14d8+56 (119 hp)
  Initiative: +6
  Speed: 30 feet (6 squares)
  AC: 24, 20% miss chance (+2 Dexterity, +12 pale armor, 20%
  miss chance dream cloak), touch 12, flat-footed 22
  Base Attack/Grapple:+14/+18
  Attack: Hateblade +18 melee (2d6+10)
  Full Attack: Hateblade +18/+13/+8 melee (2d6+10)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Hateblade, psi-like abilities, mode check +9,
  resting mode Body Tank +0
  Special Qualities: Birthsense, darkvision 60 feet,
  dream cloak, pale armor
  Saves: Fort +13, Ref +11, Will +11
  Abilities: Str 18, Dex 15, Con 19, Int 15, Wis 14, Cha 16
  Skills: Bluff +20, Concentration +14, Diplomacy +12,
  Disguise +20, Gather Information +8, Hide +7,
  Intimidate +10, Knowledge (the planes) +7, Listen +21,
  Move Silently +14, Sense Motive +17, Spot +21
  Feats: Alertness, Combat Reflexes, Improved Initiative,
  Power Attack, Weapon Focus (greatsword)
  Environment: Any
  Organization: Solitary, pair, or pod (3–12)
  Challenge Rating: 8
  Treasure: Standard 
  Alignment: Neutral evil
  Advancement: By character class
  Level Adjustment:+4
  Grief burns in a mournwrath’s eyes, which bear a psychic
  burden of sorrow that can never be sated.
  Also known as the Faded, Tainted Fiends, and the
  Stained, mournwraths appear as thin, poised humanoids
  dressed in voluminous capes of white, which drape articulat-
  ed plate armor the color of pale flesh. Hair the color of bone
  is pulled back from their faces, which contain only overlarge
  eyes that stare in accusatory glares of sorrow—they have no
  ears, mouth, or nose, though they have vague indentations
  where such features may have existed in their ancestry. But,
  mournwraths do not lack for mouths—in fact, they have
  two. One hides in the palm of each of their two hands. All
  mournwraths appear hazy, even in perfect light, as if they
  Mindscapes: Beasts of the Id
  14
  
  walk partly outside the world of matter. (Some say they always
  walk partly in dream.)
  Mournwraths are born of humans who were touched by the Dark
  Plea (a little-understood psychic force that mentally plagues many
  worlds of the multiverse,usually making its presence known only by
  the nightmares it causes in passing).Curdled in the womb,they are
  considered abominations by their natural parents.Before the malformed
  child can be cast out for the monster it is,nearby adult mournwraths sense
  the birth and steal the child away to raise it according to the secret stric-
  tures of the Dark Plea and to equip it with their signature equip-
  ment and weaponry (dream cloak, pale armor, and hateblade).
  Mournwraths speak the language of their parents (usually
  Common).
  Combat
  Mournwraths often serve as
  the leaders of unrelated evil
  creatures or characters,
  though sometimes a few of
  them work together to
  achieve their nefarious
  ends. Mournwraths serve
  the needs of even more
  powerful evil creatures;
  they always instantly do
  the direct will of the Dark
  Plea in those instances
  where the Dark Plea
  makes demands of its
  progeny.
  Hateblade: Most
  mournwraths wield a hate-
  blade. Quenched in tears
  of unrequited loss, a hate-
  blade is treated as a +4
  greatsword that deals an additional 1d4 points of temporary
  Wisdom damage on each successful hit (8 points of Wisdom damage
  on a critical hit). If wielded by any creature other than a mournwrath, a
  hateblade slowly dissolves into uselessness over the course of 24 hours.
  Psi-Like Abilities: 3/day—attraction, aversion, dismiss ectoplasm,dissolving
  touch (gout of acid seems to emerge from mouth in palm),dream travel.
  Manifester level 16th;save DCs are Charisma based.Augmentable powers are
  augmented to the limit of the manifester level,if appropriate to the power.
  Birthsense (Su): When a mournwrath is to be born in the waking world,
  mournwraths know it and send two or three of their number to collect the child.
  Dream Cloak: Most mournwraths possess a dream cloak. Woven from the
  tortured nightmares of children, the dream cloak lends the mournwrath a
  hazy, dreamlike quality even in the waking world, granting it a 20 percent
  miss chance. If worn by any creature other than a mournwrath, a dream cloak
  slowly dissolves into uselessness over the course of 24 hours. True seeing and
  similarly mighty powers and spells pierce this miss chance.
  Pale Armor: Most mournwraths are equipped with pale armor. Fashioned
  from pearl wrung from the Dying Sea of Nevermore, pale armor functions as
  +4 full plate. If worn by any creature other than a mournwrath, a suit of pale
  armor slowly dissolves into uselessness over the course of 24 hours.
  Mournwrath 15
  The Dark Plea
  There is a force in the multiverse known as the
  Dark Plea. Some believe it is merely a malign psy-
  chic force that can make its presence known only
  by the nightmares it causes in passing. In truth,
  the Dark Plea is something far more dire. So far,
  the Dark Plea’s agents in this world are few, but
  on distant worlds and planes, its victories have
  been earth-shattering. Literally. These worlds
  have burst asunder under blows from the Dark
  Plea’s most powerful, nightmare-spawned—
  but still unknown to us—other progeny.
  Preserving Mournwrath Equipment
  Quick-thinking victors can attempt to preserve a
  piece of mournwrath equipment. Those who
  permanently sacrifice 2 points of Wisdom and
  2 points of Intelligence to a piece of equipment
  can stabilize it. The Wisdom and Intelligence
  drain cannot be healed by any means while the
  mournwrath equipment persists, but it can be
  healed following the destruction of the stabilized
  mournwrath equipment. If the wielder or wearer
  of personally stabilized equipment passes it to
  another for use, the equipment becomes unstable
  and must be preserved anew by its new owner.
  
  Nhalcid
  Large Magical Beast (Psionic)
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +3
  Speed: 20 feet (4 squares), fly 60 feet (good)
  AC: 21 (–1 size,+3 Dexterity,+9 natural),touch 12,flat-footed 18
  Base Attack/Grapple:+5/+14
  Attack: Sting +9 melee (1d3 plus poison)
  Full Attack: Sting +9 melee (1d3 plus poison) and ovipositor +7
  melee melee (1d3 plus larva implantation)
  Space/Reach: 10 feet/10 feet 
  (Face/Reach 5 feet by 5 feet/10 feet)
  Special Attacks: Implant larva, poison, psi-like abilities,
  mode check +4, resting mode Body Tank +4
  Special Qualities: Darkvision 60 feet, low-light vision,
  power resistance 14
  Saves: Fort +6, Ref +7, Will +3
  Abilities: Str 21, Dex 16, Con 14, Int 9, Wis 14, Cha 13
  Skills: Hide +6, Listen +11, Spot +11
  Feats: Alertness
  Environment: Any land or underground
  Organization: Solitary, nest (2–5), or swarm (5–20)
  Challenge Rating: 4
  Treasure: Standard 
  Alignment: Usually chaotic neutral
  Advancement: 6–10 HD (Large); 11–17 HD (Huge)
  Level Adjustment:+4
  The nhalcid exists to breed, and it breeds to control other
  living creatures by implanting initially formless psychic lar-
  vae into its prey.
  A nhalcid looks
  like a 6-foot-diam-
  eter wasplike mon-
  strosity.Its body is
  a soft,mother-of-
  pearl coloration,
  and its wings are
  so translucent that
  they are almost a mist. Of particular note are its eyes, which
  appear completely human instead of the compound eyes
  normally associated with vermin—even overlarge vermin.The
  eyes reveal the nhalcid’s depth of intelligence: The color and
  shape of these eyes match those of the creature from which the
  nhalcid hatched, leaving the former host blind and eyeless.
  Nhalcids speak whatever languages their host spoke,
  which usually include Common.
  Combat
  A nhalcid can attempt to bring its psi-like abilities to bear
  against a foe,though its best tactic is to use them to get its foes
  into position for a successful use of its ovipositor to implant 
  a larva,after which it can send the new host on its way.For
  instance,the favorite psionic suggestion of a nhalcid to a potential
  host is,“Stand still so I can give you a nice new inside friend.”
  Implant Larva (Ex): If the nhalcid makes a successful
  melee attack with its ovipositor, the victim must succeed at a
  Will save (DC 14). On a failed save, the victim is injected
  with a psychic larva. A nhalcid can implant up to three psy-
  chic larvae per day.
  The psychic larva has no physical form—it is purely a
  psionic impulse, albeit an incredibly complex one. It is a nas-
  cent lifeform. One of the side-effects of being implanted
  with a psychic larva is that hosts react to the nhalcid
  implanter as if they were under the compulsion of a psionic
  dominate power (even if not a humanoid). A nhalcid can
  command the new host to defend the nhalcid, go lose itself
  and wait for its “new inside friend” to hatch, or take some
  other action important to the nhalcid.
  A psychic larva typically hatches and takes on physical
  form four to six weeks after implantation. In taking on a
  physical form, it incorporates some of the material substance
  of its host’s body. The host is permanently drained of 2
  points of Constitution, goes blind as his eyes are directly
  incorporated into the newly hatched nhalcid, and loses
  knowledge of one power, should it have one (chosen by the
  hatching nhalcid, who gains it as one of its daily psi-like
  abilities in place of psionic dimension door).
  Additional Psychic Larva Side-Effects
  Implanted psychic larvae grant their hosts a couple of
  positive side effects prior to hatching, leading some
  would-be hosts to purposefully accept a larva with the
  idea that they’ll abort it prior to hatching—a tactic that
  does not always succeed. Those harboring psychic 
  larvae gain +2 insight bonuses on their saving throws
  and skill checks. Hosts also add +2 to the Difficulty
  Classes of psionic powers they manifest (if any).
  Mindscapes: Beasts of the Id
  16
  
  A psychic larva can be killed prior to its hatching with a
  dispel psionics successfully targeted against an effect created
  by a 10th-level manifester, though the host can take steps to
  prevent this from happening.
  Poison (Ex): Fortitude save (DC 14); initial damage 1d6
  points of temporary Wisdom, secondary damage 2d6 points
  of temporary Wisdom.
  Psi-Like Abilities: 3/day—dispel psionics,missive, psionic
  dimension door, and psionic suggestion.Manifester level 8th;save
  DCs are Charisma based.Augmentable powers are augmented
  to the limit of the manifester level,if appropriate to the power.
  Ogre Psychic
  Large Giant (Psionic)
  Hit Dice: 12d8+48 (102 hp)
  Initiative: +1
  Speed:30 feet (6 squares)
  AC: 26 (–1 size,+1 Dexterity,+8 natural,+8 full plate armor),
  touch 10, flat-footed 25
  Base Attack/Grapple: +9/+19
  Attack: Claw +15 melee (2d6+6)
  Full Attack:2 claws +15 melee (2d6+6) and gore +12 melee
  (2d8+3)
  Space/Reach: 10 feet/10 feet (Face/Reach 5 feet by 5 feet/10
  feet)
  Special Attacks: Chakra feed, improved grab, psi-like abili-
  ties, mode check +8,resting mode Mind Insurgency +0
  Special Qualities: Darkvision 60 feet, power resistance 22,
  regeneration 3
  Saves: Fort +12, Ref +5, Will +7
  Abilities: Str 22, Dex 13, Con 19, Int 20, Wis 17, Cha 20
  Skills: Concentration +19, Hide +12, Knowledge (psionics)
  +20, Listen +18, Psicraft +18, Sense Motive +17, Spot +17 
  Feats:Combat Reflexes, Multiattack, Power Attack, Psionic
  Fist, Weapon Focus (claw)
  Climate/Terrain: Any land or underground
  Organization: Solitary, pair, or super-troupe (1, plus 1–2 ogre
  mages, plus 2–4 ogres)
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment:+3
  The ogre psychic’s physical and mental abilities put to
  shame even its lesser ogre mage cousins.When the body fails,
  the mind prevails,or so believe ogre psychics.Of course,the
  bodies of ogre psychics,energized by their psionic might,rarely
  fail them.And when the body weakens,ogre psychics can feed
  on the chakra residue of living creatures to restore their power.
  An ogre psychic stands about 12 feet tall and weighs up to
  800 lbs. Its skin varies in color from light yellow to light red,
  and its body hair utterly deserts it by the time it reaches
  adulthood. A single short ivory horn protrudes from the cen-
  ter of its forehead. The eyes are dark with strikingly white
  pupils, and the teeth and claws are jet black. Ogre psychics
  favor heavy armor, if available.
  Ogre psychics prefer to hide their true mental abilities by
  lairing with lesser ogres and even ogre mages,whom an ogre
  psychic mentally dominates so they pretend to be in charge
  of the lair. The occurrence of an ogre psychic among normal
  ogres is rare, and to survive childhood, each learns to conceal
  its power until it has gathered sufficient force to reveal itself.
  Ogre psychics speak Giant and Common, but they can
  also communicate telepathically with any creature within
  100 feet that has a language.
  Combat
  Ogre psychics prefer to use their psionic abilities to bring
  foes low, though their physical prowess is unmatched by
  other ogres. To use their most frightening power, chakra
  feed, ogre psychics must achieve close contact.
  Chakra Feed (Su): An ogre psychic feeds on its prey’s
  life force each round with a successful opposed grapple
  check. On the prey’s round, the victim can attempt an
  opposed grapple check to break free (as normal). Each
  round the ogre psychic makes a successful grapple check
  against grabbed prey, it also deals automatic gore damage:
  The ogre psychic holds the prey firmly in two hands and
  impales the prey with its single horn. Life
  force visibly drains from the victim
  through the horn as if it were an elec-
  tric current of energy.
  Every round the ogre psychic
  successfully feeds
  Ogre Psychic 17
  
  diminishes the victim’s crown chakra†. This partly incinerates the victim’s
  flesh, leaving behind pockets of ash. Against nonpsionic creatures, the
  chakra feed permanently drains 1d4+1 points of Intelligence. Against psion-
  ic creatures that use power points, it drains 2d5+1 power points (which do
  not return unless the ogre psychic is slain). Against creatures with psi-like
  abilities, each chakra feed eliminates one daily freely manifested power (which
  does not return unless the ogre psychic is slain).
  If an ogre psychic slays its opponent, it can feed on the corpse, devouring both
  flesh and life force, as a full-round action. For every 8 HD or levels of a psionic crea-
  ture an ogre psychic consumes, it gains one of the eaten creature’s psionic powers as a
  daily manifest power for one day. Feeding destroys the victim’s body and prevents any
  form of raising or resurrection that requires part of the corpse.
  Improved Grab (Ex): To use this ability,the ogre psychic must hit a Large or smaller foe with a
  claw attack.If the ogre psychic gets a hold,it can feed on the opponent’s life force using chakra feed.
  Psi-Like Abilities: At will—telekinesis (all three telekinetic powers); 3/day—mind wipe, psionic
  dimension door, psionic suggestion, psionic true seeing, read thoughts, ultrablast, wallwalker; 1/day—
  mind blank–personal, null psionics field, psionic dominate. Manifester level 14th; save DCs are
  Charisma based. Augmentable powers are augmented to the limit of the manifester level, if
  appropriate to the power.
  Regeneration (Ex): Ogre psychics take normal damage from cold and electricity.
  Psimech Saurian / Psimech*
  Large Monstrous Humanoid (Psionic)
  Hit Dice: 7d10+40 (78 hp)
  Initiative: +0 
  Speed: 30 feet (6 squares)
  AC: 23 (–1 size, +14 natural), touch 9, flat-footed 23
  Base Attack:+7/+17
  Attack:Bite +13 melee (2d8+6)
  Full Attack:Bite +13 melee (2d8+6) and 2 claws +10 melee (1d8+3)
  Space/Reach: 5 feet/10 feet (Face/Reach 5 feet by 5 feet/10 feet)
  Special Attacks: Discharge capacitor, implant, perfect targeting, plasma jump,
  pounce, psi-like abilities, mode check +5, resting mode Force Multiplier
  +0, skinburst
  Special Qualities: Acid resistance 5, cold resistance 5, defensive field 5,
  electrical transformation, fast healing 1/hour, fire resistance 5, operant, psimech
  traits, sonic resistance 5
  Saves: Fort +3, Ref +2, Will +4
  Abilities: Str 23, Dex 11, Con —, Int 8, Wis 15, Cha 8
  Skills: Listen +9, Knowledge (engineering)**, Knowledge (psionics)**, Knowledge (the planes)**, Spot +9
  Feats: Alertness, Multiattack, Weapon Focus (bite)
  Environment: Any
  Organization: Solitary, gang (2–5), or pack (6–10)
  Challenge Rating: 10
  Treasure: Standard 
  Alignment: Chaotic neutral
  Advancement: 8–10 HD (Large); 11–21 HD (Huge)
  Level Adjustment: +4
  * Templated creature;template description appears on page 20.
  When machines were intentionally fused with psionically “living” crystals by the mysterious Primal Artificers, psimechs
  were created, stored against future need, then forgotten. Now, ages later, an ancient cache of psimechs has spiraled out of the
  sky like a falling star, loosing psimechanical life on the land.
  Psimechanically enhanced creatures are beings that have been captured by alpha psimechs, altered through the fusion of
  metal and crystal alloys, psionic circuits, and psychic imperatives, then released to do the work of the Machine Enclave:
  Mindscapes: Beasts of the Id
  18
  
  Convert the world of the biological into the world of the
  psimechanical.
  A little-known race of intelligent saurians proved ideal
  psimech fodder. Psimech saurians appear as muscular
  humanoid toads half sheathed in metallic skin, complete
  with protruding crystal heat dissipater fins and aglow with
  chaotic and psionic energy.
  Combat
  A psimech saurian has more options than simply swiping at
  its foes (though this remains a favorite). It can begin any
  combat at range by using its discharge capacitor ability. In 
  a desperate situation, it can briefly take to the air with its
  plasma-assisted jump, wreaking havoc on all creatures near
  its launch point.
  Discharge Capacitor (Ps): The psimech saurian can
  release a 5-foot-wide and 60-foot-long electrical bolt that
  deals 1d6 points of electricity damage per power point
  spent (maximum 10d6) to each creature within its area.
  Creatures that make a successful Reflex save (DC 15) take
  half damage.
  Perfect Targeting (Ex): A psimech saurian gains a +2
  bonus on all attack rolls and on its power Difficulty
  Classes.
  Plasma Jump (Ex): Using an advanced application of
  its discharge capacitor ability, the psimech saurian electri-
  cally generates a sun-hot gas that it can use to give itself a
  +20 bonus on its Jump check per 2 power points spent
  (+100 bonus maximum); can exceed normal Jump maxi-
  mums. Using this ability also scorches all creatures in a
  20-foot radius, dealing 1d6 points of fire damage and 1d6
  points of electricity damage per 2 power points spent. For
  instance, if spending 6 power points, the psimech saurian
  can make a one-time Jump check with a +100 bonus on its
  roll. At the same time, all creatures within 20 feet of the
  launch take 3d6 points of fire damage and 3d6 points of
  electricity damage.
  Pounce (Ex): If a psimech saurian leaps upon a foe dur-
  ing the first round of combat, it can make a full attack even
  if it has already taken a move action.
  Operant (Ex): Operant creatures manifest powers by
  paying power points. See the Operant Creatures section 
  on page 11 for details.
  Psionic Powers Discovered: (3/3/3/1; power points 40) 1st—
  biofeedback, offensive precognition, vigor; 2nd—animal affinity,
  psionic levitate, thought shield; 3rd—evade burst, psionic keen
  edge, vampiric blade; 4th—psionic freedom of movement.
  Skinburst (Su): Once per day a psimech saurian’s skin
  can emit a brilliant flash of psionically pumped chromatic
  light. Every creature within 20 feet must succeed at a
  Fortitude save (DC 16) or become dazed for 1d4 rounds.
  Defensive Field (Ex): Psimech saurians gain damage
  reduction 5/—.
  ** Skills: The psimech saurian enjoys a +10 competence
  bonus to Knowledge (engineering), Knowledge (psionics),
  and Knowledge (the planes).
  Electrical Transformation (Ex): All psimechs have elec-
  trical transformation 10. This resembles electricity resist-
  ance 10 in that the first 10 points of electricity damage per
  electricity attack do not harm the creature (while electricity
  damage in excess of 10 points harms the psimech normal-
  ly). However, the first 10 or fewer points of electricity dam-
  age that the psimech would otherwise sustain are instead
  transformed into psionic power points on a 5-for-1 basis
  (every 5 points of electricity damage are transformed into 1
  power point). Psimech saurians can never accumulate more
  than their maximum operant psionic power point total of
  40 power points using electrical transformation.
  Fast Healing (Ex):
  Psionically mediated
  subroutines grant fast
  healing that allows
  the psimech saurian
  to regain 1 hit point
  per hour if damaged.
  The psionic repair
  damage power also
  cures damaged
  psimech creatures.
  Psimech Traits:
  Psimechs are a sub-
  type of construct.
  Psimechs are
  immune to poison,
  sleep, paralysis, stun-
  ning, disease, death
  effects, and necro-
  mantic effects. They
  also are immune to
  any effect that
  requires a Fortitude
  save, unless it also
  works on objects.
  They cannot heal
  damage (though
  regeneration and fast
  healing still apply, if
  present, as does
  psionic repair damage
  and other powers or
  spells that heal constructs) and are not subject to critical
  hits, nonlethal damage, ability damage, ability drain, or
  energy drain. They are not at risk of death from massive
  damage, but are destroyed when reduced to 0 hit points or
  less; they cannot be raised or resurrected; they have dark-
  vision 60 feet.
  Psimech Saurian 19
  Primal Artificers
  The legend of the Primal Artificers dates back
  several cycles of reality. According to recently
  deciphered UroTaliph rune-texts, the Primal
  Artificers were spawned on a world completely
  unlike commonly encountered biomes. A cata-
  clysm of some sort extinguished their sun and
  replaced it with a pit of all-consuming darkness
  that constantly emitted jets of exotic energy and
  strained reality. The Primal Artificer world, bathed
  in these jets, evolved crystal life that subsisted
  on exotic energy, as plants on a normal world do
  on the sun’s light. With life came intelligence,
  and eventually the Primal Artificers came into
  being. The UroTaliph rune-texts attribute to them
  almost godlike capabilities. Thus, from the per-
  spective of a Primal Artificer, living crystal may
  not have been such a strange concept.
  The Machine Enclave
  The Machine Enclave is a loosely associated
  group of intelligences that have two things in
  common—they gained their sentience through
  artificial or mechanical means (often assisted
  by magic or psionics; many magically animated
  constructs with intelligence work in Machine
  Enclave cells), and a strong dislike of purely
  biological intelligences. Not every artificial
  intelligence wants to eradicate “soft life,”
  though. In fact, there is a strong recruiting arm
  on the Machine Enclave’s part. To the misfor-
  tune of soft life, agents of the Machine Enclave
  discovered and awakened psimech crystals.
  Thus, psimechs are almost exclusively servants
  of the Machine Enclave, though some have
  broken free of their programming.
  
  Creating a Psimech
  “Psimech” is a template that can be added to any corporeal
  creature (referred to hereafter as the “base creature”). Those
  with this template are often called “operant machine” crea-
  tures. The creature’s type changes to “construct (psimech).”
  It uses all the base
  creature’s statistics
  and special abili-
  ties except as
  noted here.
  Statistics and abil-
  ities not presented
  below are as the
  base creature.
  Hit Dice:
  Constructs have
  no Constitution
  score. However,
  psimechs are hard
  to kill because
  their bodies are
  difficult to dam-
  age, as reflected by
  bonus hit points
  (in addition to hit points from Hit Dice), according to size:
  Fine 5;Diminutive 10;Tiny 15;Small 20;Medium 30;Large 40;
  Huge 50; Gigantic 70; Colossal 100.
  AC:Natural armor improves by +8. Steel and crystal alloys
  replace much of the creature’s normal exterior.
  Special Attacks: A psimech creature retains all the special
  attacks of the base creature.All operant machine creatures
  gain access to psionic powers,as described below.All psimech
  creatures also possess the following mechanical abilities as
  specified by level of the base creature in the table below.
  Level
  Abilities
  1–2
  Discharge capacitor
  3–4
  —
  5–6
  Perfect targeting
  7–8
  Plasma jump
  9–15
  —
  16+
  Plasma lance 
  Discharge Capacitor (Ps): The operant machine operates on a
  flux of psionic power points.An operant machine can discharge
  a portion of its excess power (it costs 1 point per 1d6 points of
  electricity damage),releasing it as a powerful electrical bolt.
  The bolt is 5 feet wide and 60 feet long, and it deals 1d6
  points of electricity damage per power point spent (maxi-
  mum 10d6) to each creature within its area. Creatures that
  make a successful Reflex save (DC 10 + 1/2 the psimech’s Hit
  Dice + the psimech’s Dexterity modifier + perfect targeting,if
  available) take half damage.
  Perfect Targeting (Ex): Adaptive optics grant the psimech a
  +2 bonus on all attack rolls and its power Difficulty Classes.
  Plasma Jump (Ex): Using an advanced application of its dis-
  charge capacitor ability,a psimech electrically generates a sun-
  hot gas that it can use to give itself a +20 bonus on its Jump
  check per 2 power points spent (+100 bonus maximum;can
  exceed normal Jump maximums).Using this ability also scorch-
  es all creatures in a 20-foot radius,dealing 1d6 points of fire
  damage and 1d6 points of electricity damage per 2 power points
  spent.For instance,if spending 6 power points,the psimech
  can make a one-time Jump check with a +100 bonus on its roll.
  At the same time,all creatures within 20 feet of the launch take
  3d6 points of fire damage and 3d6 points of electricity damage.
  Plasma Lance (Ex): At this level, the psimech can focus the
  effects of its plasma generation better. An operant machine
  can convert power to plasma (the cost is 1 power point per
  1d6 points of electricity damage and 1d6 points of fire dam-
  age), releasing it as a powerful bolt. The bolt is 10 feet wide
  and 60 feet long, and it deals 1d6 points of fire damage and
  1d6 points of electricity damage per power point spent (max-
  imum 20d6; 10 power points per bolt) to each creature with-
  in its area.Creatures who make a successful Reflex save (DC 10
  + 1/2 the psimech’s Hit Dice + the psimech’s Dexterity modi-
  fier + perfect targeting) take half damage.
  Special Qualities: A psimech creature retains all the spe-
  cial qualities of the base creature, except where noted. All
  operant machine creatures gain electrical transformation 10,
  as described below. All psimech creatures also possess the
  mechanical abilities specified by level of the base creature in
  the table on the next page. Finally, all psimechs gain con-
  struct traits, save that psimechs retain all their ability scores
  except Constitution.
  Electrical Transformation (Ex): All psimechs have electrical
  transformation 10. This resembles electrical resistance 10 in
  that the first 10 points of electricity damage per electrical
  attack do not harm the creature (while electricity damage in
  excess of 10 points harms the psimech normally). However,
  the first 10 or fewer points of electricity damage that the
  psimech would otherwise sustain are instead transformed
  into psionic power points on a 5-for-1 basis (every 5 points
  of electricity damage are transformed into 1 power point). A
  psimech can never accumulate more power points than its
  Hit Dice × 6.
  Operant (Ex): Operant creatures manifest powers by paying
  power points.See the Operant Creatures section on page 11.
  Psimechs are treated as psychic warrior manifesters with a
  manifester level equal to their HD +2.
  Psimech Traits: Psimechs are a subtype of construct.
  Psimechs are immune to poison, sleep, paralysis, stunning,
  disease, death effects, necromantic effects, and any effect
  that requires a Fortitude save unless it also works on objects;
  they cannot heal damage (though regeneration and fast heal-
  ing still apply, if present, as does psionic repair damage and
  Mindscapes: Beasts of the Id
  20
  New Artifact:Staff of the Primal Artificer
  This crystalline staff was recovered recently, unscathed,
  from the crater of an ancient meteorite. Dating back
  several cycles of reality, the Primal Artificers were
  beings of nearly godlike power whose minds were nat-
  urally contained in exotic crystal. The staff may indeed
  be one of their tools.
  Whosoever holds the Staff of the Primal Artificer may
  use a power similar to psionic dominate up to three
  times per day. However, the power of the staff is specif-
  ically limited to entities who possess nonbiological
  sentience, including constructs (even nonintelligent
  constructs), machine intelligences, and even undead
  (the effect of the staff is not a mind-affecting compul-
  sion). The staff has no power over living intelligences.
  
  other powers or spells that heal constructs); not subject to
  critical hits, nonlethal damage, ability damage, ability drain,
  or energy drain; not at risk of death from massive damage,
  but destroyed when reduced to 0 hit points or less; can’t be
  raised or resurrected; darkvision 60 feet.
  Level
  Abilities
  1–2
  Defensive field 1, fast healing
  3–4
  Defensive field 3 
  5–6
  Defensive field 5
  7–8
  —
  9–15
  Defensive field 7 
  16+
  — 
  Defensive Field (Ex): Operant machine creatures psionical-
  ly generate a deflective screen that hinders kinetic attacks.
  This grants operant machines damage reduction equal to the
  value noted on the level-dependent table. For instance, a 1st-
  level base creature has damage reduction 1/—.
  Fast Healing (Ex): Psionically mediated subroutines grant all
  operant machines fast healing that allows them to regain 1 hit
  point per hour if damaged. The psionic repair damage power
  also cures damaged psimech creatures. If the creature already
  possesses fast healing, this version replaces that quality.
  Abilities: Modify the base creature’s abilities as follows:
  Str +4, Dex –2, Con (stripped), Int +2, Cha –2.
  Skills: Operant machines gain a +10 competence bonus
  on any three Knowledge skills.
  Challenge Rating: Same as the base creature +5
  Qin
  Medium Humanoid (Psionic)
  Hit Dice: 1d8+2 +2 (8 hp)
  Initiative: +2 
  Speed: 30 feet (6 squares)
  AC: 15 (+4 inertial armor, +1 Dexterity),
  touch 11, flat-footed 14
  Base Attack/Grapple: +0/–1
  Attack and Full Attack:
  Quarterstaff –1 melee
  (1d6–1) or crossbow +1
  ranged (1d8)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +2, resting
  mode Mind Insurgency +4, siphon life
  Special Qualities: Qin telepathy, naturally psionic
  Saves: Fort +1, Ref +1, Will +3
  Abilities: Str 9, Dex 12, Con 12, Int 10, Wis 9, Cha 12
  Skills: Bluff +7, Concentration +6, Knowledge (psionics) +6,
  Psicraft +6
  Feats: Psionic Body
  Environment:Any land
  Organization:Solitary, band (2–4 qin), or squad (one 7th-
  level master spy, two 5th-level journeymen, and 5–7 qin)
  Challenge Rating:2 
  Treasure:Standard
  Alignment:Usually neutral evil
  Advancement:By character class
  Level Adjustment:+1
  The qin are psionic humanoids who view other intelligent
  races as property by right of mind.
  Qin fall in the same height range as humans, but they are
  stockier and possess large eyes of golden hue. They dress
  according to the norms of the humanoid society they infil-
  trate. Indeed, they can easily pass for humanoids for short
  periods of time in all but the most vigilant of communities
  (using their psi-like abilities).
  When not infiltrating human cities, qin live in caves or
  camps in the wilderness called communes; however, they
  have established secret communes in humanoid cities as
  well. In their communes, slaves perform most of the labor-
  intensive tasks, such as gathering forest products. Hidden
  urban communes usually have few, if any slaves, which are
  transferred to the main communes as soon as possible. Qin
  never arm their slaves, though qin may allow skilled slaves to
  work in smithies and other sensitive areas.
  Although not a unified race,qin rarely fight with each
  other.Different communes may work together toward
  a common goal,such as subjugating an outlying
  humanoid village.Qin that have disputes with
  each other resort to arbitration,if possible,or
  allow a standing vote of the commune to
  decide the proper course of action.
  Qin 21
  
  The qin people have no plans for world conquest, and
  they usually ignore the political nuances of “lesser” crea-
  tures. Most are simply interested in collecting other races as
  slaves to make their own lives more comfortable. However,
  on occasion, more “enlightened” qin act as spies and hired
  infiltrators for other races.
  Qin do not speak any racial tongue. Instead, they rely on
  telepathy among themselves, though they learn to physical-
  ly speak appropriate humanoid tongues (usually
  Common).
  Combat
  Qin prefer to use their psi-like abilities to charm their foes
  just long enough to physically capture and enslave them.
  They are poor warriors, but if pressed into combat against a
  foe they cannot charm, they attempt to siphon the life force
  of their foe first.
  Psi-Like Abilities:3/day—conceal thoughts, psionic alter self
  (as alter self in the Player’s Handbook), psionic charm; 1/day—
  inertial armor, psionic daze. Manifester level 2nd; save DCs are
  Intelligence based. Augmentable powers are augmented to
  the limit of the manifester level, if appropriate to the power.
  Siphon Life (Ps):Once per day, a qin can make a ranged
  touch attack with a psychometabolic life-draining ray (range
  60 feet). This ray drains 1d6 hit points. If the qin has class
  levels, it instead drains 1d6 hit points per three psionic class
  levels (maximum 5d6) from a single living creature. On a
  successful hit, the hit points are transferred to the qin as
  temporary hit points that last one minute.
  Naturally Psionic:Qin gain 2 bonus power points at 1st
  level. This benefit does not grant them the ability to manifest
  powers beyond those they manifest as psi-like abilities,
  unless they gain that ability through another source, such as
  levels in a psionic class.
  Qin Telepathy (Su): A qin can communicate with another
  qin within 100 feet, even if they do not share a common
  language.
  Qin as Characters
  Qin characters have the following racial traits.
  •
  –2 Str, +2 Dex, +2 Con, –2 Wis, +2 Cha
  •
  Medium size
  •
  Qin telepathy (see above)
  •
  Psi-like abilities (see above)
  •
  Siphon life (see above)
  •
  Naturally psionic (see above)
  •
  Automatic Languages: Common
  •
  Favored Class: Telepath
  •
  Level Adjustment: +1
  Scampering Maw
  Medium Aberration (Psionic)
  Hit Dice: 7d8+28 (59 hp)
  Initiative: +4
  Speed: 60 feet (12 squares)
  AC: 22 (+4 Dexterity, +8 natural), touch 14, flat-footed 18
  Base Attack/Grapple:+5/+9
  Attack:Bite +9 melee (2d4+4)
  Full Attack:Bite +9 melee (2d4+4) and 2 claws +7 melee
  (1d8+2) and 2 rakes +7 melee (2d6+2
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Attach, blood drain, natural schism, psi-like
  abilities,mode check +5,resting mode Acumen Screen +2
  Special Qualities: Darkvision 60 feet
  Saves: Fort +6, Ref +6, Will +9
  Abilities: Str 19, Dex 18, Con 19, Int 7, Wis 19, Cha 15
  Skills: Climb +9, Jump +9, Listen +11, Spot +11 
  Feats: Alertness, Multiattack, Power Attack
  Environment: Any warm
  Organization: Solitary or race (2–7)
  Challenge Rating: 6
  Treasure: Standard 
  Alignment: Neutral evil
  Advancement: 8–10 HD (Medium); 11–18 HD (Large)
  Level Adjustment:+2
  Scampering maws are scavengers of desert lands that con-
  stantly seek blood for nutrition and hydration. Sometimes,
  scampering maws get loose in lush civilized lands where life
  (and blood) is plentiful.
  Mindscapes: Beasts of the Id
  22
  
  A scampering maw is a monster built around the wide cir-
  cular,tooth-lined orifice of its mouth.Several sizes too big for
  the body,the circular maw protrudes slightly from the main
  trunk.Half-feathered,the body shares attributes with large
  flightless birds of prey,including two muscled legs built for
  running and raking.In a shocking display of morphological
  aberration,the creature sports a tiny dragonlike head and two
  small manipulator arms on the lower body opposite the main
  mouth,as well as crablike claws near the main mouth.What
  should have died at birth,lived,and the two-in-one creature
  known as the scampering maw breeds true.
  Responsibility for the scampering maw is laid at the feet
  of a psionic breeder-archivist known only as the Tasker.
  Supposedly the Tasker’s hidden enclave deeply buried under
  the desert sands serves as the refuge to hundreds of equally
  abominable creatures, which may also one day escape their
  confinement to trouble the world.
  Scampering maws speak invective-laden Common.
  Combat
  Scampering maws need to absorb blood every day to sate
  their voracious appetite. They prefer to charge potential prey
  from surprise if possible, using their schism-enabled ability
  to help them waylay their prey or deter their prey’s compan-
  ions for a few rounds.
  Attach (Ex): If a scampering maw hits with a bite attack,
  its voracious teeth latch onto the opponent’s body. An
  attached scampering maw’s Armor Class drops to 18.
  Blood Drain (Ex): A scampering maw drains blood, deal-
  ing 1d4 points of temporary Constitution damage each
  round it remains attached. Once the creature has drained its
  prey to 0 points of Constitution (killing its prey), it runs off
  in search of more blood to feed its unending appetite.
  Natural Schism (Ex): The scampering maw exists in a
  natural state similar to schism; its posterior head and arms
  are capable of taking a single standard action each round
  independent of the rest of the creature. Usually, this means
  the posterior head uses a psi-like ability.
  Psi-Like Abilities: 3/day—concussion blast, daze,
  wallwalker. These abilities are as the powers manifested by a
  6th-level psion. Save DCs are Charisma based. Augmentable
  powers are augmented to the limit of the manifester level, if
  appropriate to the power.
  Scapeworm
  Gargantuan Magical Beast (Psionic)
  Hit Dice: 15d10+120 (202 hp)
  Initiative: –1
  Speed: Fly 20 feet
  AC: 23 (–4 size, –1 Dexterity, +18 natural), touch 5,
  flat-footed 23
  Base Attack/Grapple:+15/+34
  Attack and Full Attack:Bite +23 melee (8d8+16)
  Space/Reach: 15 feet (uncoiled)/15 feet (Face/Reach 10 feet
  by 60 feet (uncoiled)/15 feet)
  Special Attacks: Chomp, psi-like abilities, mode check +9,
  resting mode Force Multiplier +2
  Special Qualities: Blindsight 200 feet, DR 10/admantine (or
  15/+2), power resistance 23
  Saves: Fort +17, Ref +10, Will +11
  Abilities: Str 32, Dex 8, Con 27, Int 17, Wis 19, Cha 22
  Skills: Concentration +26, Hide +4, Listen +24, Move
  Silently +17, Spot +24 
  Feats:Alertness, Greater Psionic Fist, Psionic Fist, Psionic
  Meditation, Unavoidable Strike, Weapon Focus (Bite)
  Climate/Terrain: Any (mindscape)
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 16–32 HD (Gargantuan);33–45 HD (Colossal)
  Level Adjustment:—
  Scapeworm 23
  
  Scapeworms are scavengers born of the mind, and they
  come into being only when mindscapes form. (See Chapter
  One in Mindscapes: A Psion’s Guide.)
  A scapeworm is 10 feet in diameter and 60 feet long when
  a formation of a mindscape knocks the inkling of its pres-
  ence into reality. It spirals down out of the sky, and its eye-
  less face is a mass of gnashing teeth and slender pseudo-
  pods. Its body glistens like crystal, and it hazes to red and
  green opacity at its core.
  Scapeworms do not speak; they only eat.
  Combat
  Once real, a scapeworm persists even after the mindscape
  that bore it dissolves. A scapeworm that eats at least one
  creature fades away (actually, it uses psionic plane shift to
  move back into the Astral Plane). It prefers sentient crea-
  tures over nonsentient, but it targets nonpsionic creatures
  over psionic. Without other psionic creatures to externally
  trigger a mindscape, scapeworms wouldn’t sense living crea-
  tures in the Material Plane on which to feed. But, if the only
  choice is a psionic creature, scapeworms must eat. A scape-
  worm’s bite often kills its victims on the first chomp, espe-
  cially if it has softened up its enemies first with its psionic
  power of shatter storm†.
  Chomp (Ex): Whenever a scapeworm deals at least 30
  points of damage on a single bite, it chomps down all the
  harder, dealing an additional 4d8+8 points of damage.
  Psi-Like Abilities: 3/day— psionic plane shift, shatter
  storm†. Manifester level 15th; save DCs are Charisma based.
  Augmentable powers are augmented to the limit of the man-
  ifester level, if appropriate to the power.
  Soulshriver
  Large Aberration (Psionic)
  Hit Dice: 12d8+36 (90 hp)
  Initiative: +3 
  Speed: 5 feet (1 square), fly 30 feet (good)
  AC: 17 (–1 size,+3 Dexterity,+5 natural),touch 12,flat-footed 14
  Base Attack/Grapple:+9/+16
  Attack:Brain lock cone (see below)
  Full Attack:Brain lock cone and 10 synaptic tendrils +11 touch
  (1d4+3 plus psionic effect)
  Space/Reach: 10 feet/20 feet  (Face/Reach 5 feet by 5
  feet/20 feet)
  Special Attacks: Brain lock cone, psi-like abilities, mode
  check +8, resting mode Mind Insurgency +0,synaptic
  transmission 
  Special Qualities: All-around vision, death shrive, flight
  Saves: Fort +9, Ref +9, Will +11
  Abilities: Str 17, Dex 16, Con 16, Int 11, Wis 12, Cha 15
  Skills: Hide +4, Listen +8, Spot +8
  Feats: Alertness, Great Fortitude, Iron Will, Lightning
  Reflexes, Psionic Body
  Environment: Any land or underground
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 13–15 HD (Large); 16–30 HD (Huge);
  31–36 HD (Gargantuan)
  Level Adjustment: —
  Soulshrivers are psionic monsters that kill with sizzling
  mind bolts.
  24 Mindscapes: Beasts of the Id
  
  Soulshrivers measure around 5 feet across with skin
  that is wrinkled and convoluted—almost as if composed
  of naked brain tissue. The stuff of nightmares, the soul-
  shriver’s rounded body contains only a single central eye
  and 10 synaptic tendrils that wetly sprout from the crea-
  ture’s skin, each bearing a single eye halfway along the
  length. Though these manic creatures float in the air,
  when their tendrils are fully deployed, it may seem as if
  they hang in a synaptic web.
  These horrible creatures represent an evolutionary off-
  shoot of a parent race. They adapted better to developing
  the inner power of the brain than wielding arcane magic.
  Soulshrivers can speak telepathically to any creature
  within 60 feet that has a language.
  Combat
  Soulshrivers hunt with their eye-tendrils retracted, but they
  make ready to launch them whenever creatures come to
  within striking distance. If possible, they enjoy fixing their
  prey in place with brain lock, but this is not mandatory.
  Brain Lock Cone (Su): A soulshriver’s central eye contin-
  ually produces a 60-foot brain lock cone extending straight
  ahead from the creature’s front. This functions similarly to
  the brain lock manifested by a 12th-level psion (DC 16). All
  humanoids in the area of Medium or smaller size who fail
  the save stand mentally paralyzed and cannot use their
  psionic powers; a new save is required each round. Once
  each round, during its turn, the soulshriver decides which
  way it will face and whether to make the brain lock cone
  active or not (the soulshriver deactivates the cone by shut-
  ting its central eye). Unlike a regularly manifest brain lock,
  the soulshriver need not concentrate to maintain brain locks
  on its affected foes.
  Psi-Like Abilities: Unlike standard psionic creatures, a
  soulshriver can manifest only the psionic powers it knows
  via a synaptic tendril, which do not draw attacks of oppor-
  tunity when so transferred. It can freely manifest a particu-
  lar power only once every round. Even powers that normally
  have an area are transferred only to the touched target. On
  a successful touch attack, if the transferred power normally
  allows a save, the save is fixed at DC 18.
  The psi-like abilities of a soulshriver are as follows: At
  will—control body, crisis of breath, detect thoughts, disable, 
  dismiss ectoplasm, dissolving touch, ectoplasmic cocoon, psionic
  charm, psionic dominate. Manifester level 12th; save DCs are
  Charisma based. Augmentable powers are augmented to the
  limit of the manifester level, if appropriate to the power.
  Synaptic Transmission (Su): On a successful touch
  attack, each of the 10 synaptic tendrils can transfer a
  psionic power the soulshriver knows. The creature can eas-
  ily lash all its tendrils upward, but its own body tends to
  get in the way when it tries to attack creatures in other
  directions. During a round, the creature can make five
  attacks against targets in any one arc other than up (for-
  ward, backward, left, right, or down). The remaining ten-
  drils must attack targets in other arcs or not at all. A soul-
  shriver can tilt and pan its body each round to change
  which tendrils it can bring to bear in an arc.
  All-Around Vision (Ex): Soulshrivers are exceptionally
  alert and circumspect. Their many eyes give them a +4
  racial bonus on Spot and Search checks, and they can’t 
  be flanked.
  Death Shrive (Ex): At death, the creature’s tendrils lash
  violently, while expending all remaining psionic power. All
  creatures within 20 feet must make a Reflex saving throw
  (DC 16) or take 2d10 points of damage (half damage on a
  successful save).
  Flight (Ex): A soulshriver’s body is naturally buoyant.
  This buoyancy allows it to psionic fly as the power, as a free
  action, at a speed of 30 feet. This buoyancy also grants it a
  permanent feather fall effect with personal range.
  Taeniad
  Medium Monstrous Humanoid (Psionic)
  Hit Dice: 6d8+3 (30 hp)
  Initiative: +2 
  Speed: 20 feet (4 squares)
  AC: 16 (+2 Dexterity, +4 natural), touch 12, flat-footed 14
  Base Attack/Grapple:+6/+6
  Attack:Rapier +8 melee (1d6)
  Full Attack:Rapier +8/+3 melee (1d6)
  Space/Reach: 5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks: Psi-like abilities, mode check +5, resting
  mode Acumen Screen +2, tendril aura
  Saves: Fort +2, Ref +7, Will +6
  Abilities: Str 10,Dex 14,Con 11,Int 12,Wis 13,Cha 15
  Skills: Bluff +11, Disguise +11, Listen +3, Spot +12
  Feats: Alertness, Toughness, Weapon Finesse (rapier)
  Environment: Any land and underground
  Organization: Solitary or meeting (2–4)
  Challenge Rating: 7
  Treasure: Double standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  The taeniad is a destructive creature that delivers all living
  beings that enter into its tendril range into a hidden subter-
  ranean prison forevermore.
  At distances greater than 30 feet, a taeniad bears a strong
  resemblance to a normal human—assuming it has hidden
  its exceptionally long “hair” beneath concealing clothing.
  Once the taeniad is clearly visible, its true nature becomes
  apparent; the mass of silver “hair” seems to animate, as if
  alive, creating a 30-foot-radius of waving, silvery tendrils.
  Within the aura of waving tendrils, the taeniad stands 
  Taeniad 25
  
  partially obscured as if enmeshed in a silver snowfall, or per-
  haps a sphere of flickering electricity. Its eyes likewise glow
  silver, while its body remains completely humanlike,
  although slightly pale with a hint of sparkle at close range.
  Taeniads worked their way up from a secret prison strong-
  hold deep in the underworld.Children of a lesser god (so they
  claim),taeniads were outcast and imprisoned for their abnor-
  malities and dismal powers. But after millennia, taeniads
  evolved beyond their prisons and broke free.As a race,they feel
  cheated of what they say should be divine status in a pantheon
  little known among the common religions. Regardless of the
  truth of their claims, taeniads are usually vindictive and
  treacherous, no matter the promises they speak.
  Taeniads range across many planes,often in the guise of a
  regular human or fey creature,especially when it serves them to
  interact with the criminal underworld of a particular location.
  Combat
  A taeniad prefers to use its psi-like abilities or other class
  abilities (if it has advanced in a class) prior to using its ten-
  dril aura, for once it uses the aura, no one can deny the tae-
  niad’s monstrous nature.
  Psi-Like Abilities: 3/day—escape detection, eradicate invisi-
  bility, steadfast perception. Manifester level 7th; save DCs are
  Charisma based. Augmentable powers are augmented to the
  limit of the manifester level, if appropriate to the power.
  Tendril Aura (Su): Any living creature (that possesses
  eyes) that comes within 30 feet of a taeniad
  must avert or cover its eyes, lest a lash-
  ing tendril brush the outer sur-
  face of the eye. Every round
  that potential victims
  remain within 30 feet
  of the taeniad
  while not avert-
  ing their eyes
  requires a
  Fortitude
  save (DC
  14) to avoid being lost to the surface world. On a failed save,
  the victim is instantly drawn into the earth to be entombed
  in a state of suspended animation in a small sphere of flash-
  ing slivery tendrils.
  The location of the entombment is far beneath the sur-
  face of the earth, but it may be near the original prison-
  stronghold from which the taeniads escaped (this has never
  been proved). Psionic search by remote viewing or magical
  scrying reveals the prisoner’s plight. As a special use of
  each, when dispel psionics or dispel magic is used in conjunc-
  tion with the remote viewing or scry, a successful dispel check
  against a 7th-level manifester serves to free the prisoner,
  immediately transferring the prisoner to the viewer’s loca-
  tion. Freed prisoners complain of strange, antediluvian
  dreams of horrific entities slowly peeling away their minds,
  layer by layer....
  Averting Eyes: The opponent avoids looking at the taeniad’s
  face and instead looks at its body, watches its shadow, tracks
  it in a reflective surface, and so on. Each round, the oppo-
  nent has a 50 percent chance to avoid having to make a sav-
  ing throw against the tendril aura.
  Wearing a Blindfold: The opponent cannot see the taeniad
  at all (this is also possible by turning one’s back on it or
  shutting one’s eyes). The taeniad gains total concealment
  against the opponent (a 50 percent miss chance).
  As a standard action, a taeniad can focus its tendrils,
  choosing a single target within range. That opponent must
  attempt a saving throw but can try to avoid
  this as described above. Thus, an
  opponent could save against a
  taeniad’s tendril aura
  twice during the same
  round: once before
  the opponent’s
  own action
  and once
  during the
  taeniad’s
  turn.
  Mindscapes: Beasts of the Id
  26
  
  Thelihydra
  Huge Aberration (Psionic)
  Hit Dice: 16d8+112+3 (187 hp)
  Initiative: +4
  Speed: 20 feet (4 squares), climb 20 feet, swim 20 feet
  AC: 18 (–2 size, +10 natural), touch 8, flat-footed 18
  Base Attack/Grapple:+12/+27
  Attack:Tentacle rake +18 melee (2d4+7)
  Full Attack: Tentacle rake +18 melee (2d4+7,
  maximum 8 attacks per Medium opponent)
  Space/Reach: 20 feet/15 feet  (Face/Reach 
  20 feet by 20 feet/15 feet)
  Special Attacks: Breath weapon, improved
  grab, psi-like abilities, mode check +10,
  resting mode Brain Hammer +0, swallow 
  whole
  Special Qualities: Blindsight 250 feet, DR 
  10/admantine (or  10/+1),power resistance 21
  Saves: Fort +12, Ref +5, Will +11
  Abilities: Str 25, Dex 10, Con 24, Int 18, Wis 13,
  Cha 9
  Skills: Climb +26,Hide +11,Knowledge (psionics) +23,
  Listen +22, Spot +22, Swim +26 
  Feats: Alertness, Combat Reflexes, Improved Initiative,
  Power Attack, Toughness, Weapon Focus (tentacle rake)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 15
  Treasure: Standard 
  Alignment: Lawful evil
  Advancement: 17–27 HD (Huge); 28–36 HD (Gargantuan)
  Level Adjustment:—
  When living monstrosities of psionic and draconic ilk are
  forcibly bred, thelihydras are born.
  Thelihydras are reptilelike monsters with multiple
  heads at the end of long, dragonlike necks—except
  where each head would normally be, you see instead an
  eyeless, four-tentacled maw! A thelihydra’s body is also
  dragonlike, though a pungent, caustic slime covers it.
  A mature thelihydra is about 20 feet long, has eight
  heads, and weighs some 6,000 lbs.
  Thelihydras are the rare result of the psiogenetic
  union of a neothelid with an eight-headed hydra.
  Less intelligent, but more dangerous than brood-
  ing neothelids, thelihydras viciously attack all
  creatures, and without management, quickly
  eradicate all living creatures in their territory.
  Unless it finds a new territory to hunt, a 
  thelihydra perishes from starvation.
  Combat
  Beyond a doubt, the thelihydra’s terrible melee
  attacks make it one of the most feared psionic
  monsters in existence. And, like one of its 
  Thelihydra 27
  
  progenitors, it remains capable of belching forth acidic
  breath once per day from any one of its mouths.
  A thelihydra can use only three of its heads (and so 12 of
  its tentacles) against a single Large creature, two of its heads
  (and so eight of its tentacles) against a single Medium crea-
  ture, and just one head against Small or smaller opponents
  on any given round. Against Huge or larger foes, a thelihydra
  can use all its tentacles.
  One can kill a theli-hydra either by severing all of its
  heads or by slaying its body. To sever a head, an opponent
  must hit the monster’s neck with a slashing weapon and deal
  23 points of damage in a single blow; excess damage, if any,
  is lost, while less than 23 points of damage does nothing. A
  severed head dies (the neck automatically seals itself against
  blood loss and the escape of swallowed creatures), and the
  thelihydra can no longer attack with the severed head (but
  suffers no other penalties). A severed head regrows in a
  month, assuming the creature survives.
  Breath Weapon (Su): A thelihydra breathes a cone of acid
  50 feet long, once per day from any one of its mouths (dam-
  age 12d10, Reflex half, DC 25).
  Improved Grab (Ex): To use this ability, the thelihydra
  must hit a creature with three tentacles during the same
  attack. If it gets a hold, it automatically deals tentacle dam-
  age on each subsequent round, and it can attempt to swallow
  the foe with a successful grapple check.
  Psi-Like Abilities: 1/day—body equilibrium, psionic sugges-
  tion, psionic teleport. Manifester level 15th; save DCs are
  Charisma based. Augmentable powers are augmented to the
  limit of the manifester level, if appropriate to the power.
  Swallow Whole (Ex): A thelihydra can try to swallow a
  grabbed opponent of Medium or smaller size by making a suc-
  cessful grapple check.Once inside,the opponent takes 2d8+9
  points of crushing damage plus 1d6 points of acid damage per
  round from the thelihydra’s flesh-dissolving secretions.A swal-
  lowed creature can climb out with a successful grapple check.
  This places the escapee in one of the thelihydra’s tentacled
  maws;another successful grapple check is needed to get free.
  A swallowed creature also can cut its way out by using
  claws or a Small or Tiny slashing weapon to deal 15 points of
  damage to the stomach (AC 18). Once the creature exits,
  muscular action closes the hole; another swallowed oppo-
  nent must cut its own way out. The thelihydra’s interior can
  hold one Medium or two Small opponents (if digestion kills
  an opponent, more room becomes available).
  Vultaur
  Large Monstrous Humanoid (Psionic)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +1
  Speed: 30 feet (6 squares), fly 10 feet (poor)
  AC: 20 (–1 size, +1 Dexterity, +6 natural, +4 scale mail),
  touch 10, flat-footed 19
  Base Attack/Grapple: +7/+16
  Attack:Huge greataxe +12 (2d8+7)
  Full Attack:Huge greataxe +12/+7 (2d8+7)
  Space/Reach: 10 feet/10 feet (Face/Reach 5 feet by 5 feet/10
  feet)
  Special Attacks: Choose prey,psi-like abilities,mode check +5,
  resting mode Body Tank +4
  Special Qualities: Darkvision 60 feet, scent
  Saves: Fort +4, Ref +6, Will +5
  Abilities: Str 21, Dex 12, Con 15, Int 11, Wis 10, Cha 11
  Skills: Intimidate +5, Listen +9*, Search +9*, Spot +9*
  Feats: Cleave, Power Attack, Weapon Focus (greataxe)
  Environment: Any
  Organization: Solitary, wing (2–5), or flock (5–20)
  Challenge Rating: 5
  Treasure: Standard 
  Alignment: Usually lawful neutral
  Advancement: By character class
  Level Adjustment:+2
  Vultaurs are strong, vulturelike humanoids that seem as
  happy feasting on fresh meat as on carrion. A vultaur’s psi-
  like abilities allow it to track and feast on its intended prey
  with brutal efficiency.
  A vultaur has an enlarged, vulturelike head and the power-
  fully muscled frame of a humanoid. It stands nearly 8 feet in
  height. Its body is naturally armored in scales, plus it wears
  scale mail stitched together from the hides of its ancestors.
  Vultaur culture is savage. The creatures base their mores
  on the assumption that everything that walks is potentially
  prey, “carrion walking”—even each other. A code of the
  predator governs vultaurs, however. They are not commonly
  given to attacking each other, unless one transgresses
  against the flock, making a “carrion mistake,” as they say.
  Some vultaurs can learn to see sentient creatures of other
  races as members of their own flock, but of course, that is
  not perfect immunity from eventually being stalked as food.
  Vultaurs do afford those of their own flock who have become
  food one honor above other types of prey: The scaled hides
  of vultaurs can be stitched into scale mail. Every vultaur who
  wears scale mail regards it as a constant reminder not to
  make a “carrion mistake.”
  Vultaurs speak Auran.
  Combat
  Vultaurs use their hand-crafted greataxes to great effect in
  melee—even more so if they’ve decided to see their foe as
  simple prey.
  Choose Prey (Su): A vultaur can select a specific crea-
  ture as its choice of prey. Through psionic imprinting, the
  vultaur gains intimate knowledge of its prey, and so it
  gains a +4 bonus on Bluff, Listen, Sense Motive, and Spot
  checks when using these skills against the prey. Likewise,
  28 Mindscapes: Beasts of the Id
  
  the vultaur gets a +4 bonus on weapon damage rolls
  against the target.
  A vultaur can have only one choice of prey at one time. A
  vultaur can change its choice of prey if it successfully eats
  the original prey, although it can’t select a new choice of prey
  until after the last is properly digested (24 hours after the
  demise of its prior choice) and it feels hungry again.A vultaur
  also can switch choices without eating its prior prey,although
  in this case it can’t switch to a new choice for 48 hours.
  Psi-Like Abilities: 3/day—detect psionics, steadfast percep-
  tion, synesthete. Manifester level 5th; save DCs are Charisma
  based. Augmentable powers are augmented to the limit of
  the manifester level, if appropriate to the power.
  * Skills: Vultaurs receive a +4 racial bonus on Listen,
  Search, and Spot checks.
  Vultaurs as Characters
  Vultaurs can take on any PC class, though their favored class
  is ranger.
  Racial Ability Modifiers:+10 Str, +2 Dex, +4 Con
  Level Adjustment:Add +2 to the vultaur’s Hit Dice to get
  its equivalent level, which is 9th. Thus, a 1st-level barbarian
  vultaur couldn’t join the game until you would normally
  allow 9th-level characters to join, or when most of the rest of
  the party has reached 9th level 
  Xenocrysth
  Gargantuan Magical Beast (Psionic)
  Hit Dice: 26d10+286 (429 hp)
  Initiative: +12
  Speed: 50 feet (10 squares), burrow 30 feet
  AC: 41 (–4 size, +8 Dexterity,+27 natural),touch 14,
  flat-footed 33
  Base Attack/Grapple:+26/+54
  Attack:Gore +39 melee (4d6+16)
  Full Attack:Gore +39 melee (4d6+16) and tongue +37
  ranged touch (1d4 plus burrowing) and 2 claws +37
  melee (2d6+8) and tail slam +36 melee (4d8+8)
  Space/Reach: 20 feet/20 feet (Face/Reach 20 feet by 20
  feet/20 feet)
  Special Attacks: Burrowing tongue, catapsi leech, constrict
  4d8+28, improved grab, psi-like abilities, mode check
  +12, resting mode Force Multiplier +0
  Special Qualities: Darkvision 60 feet, DR 10/admantine
  (or 25/+5), power resistance 34
  Saves: Fort +26, Ref +25, Will +14
  Abilities: Str 43, Dex 26, Con 33, Int 16, Wis 19, Cha 24
  Skills: Hide +25, Listen +35, Sense Motive +33, Search +32,
  Spot +35
  Feats: Alertness, Combat Reflexes, Improved Initiative,
  Iron Will, Lightning Reflexes, Multiattack, Weapon
  Focus (claws), Weapon Focus (gore), Weapon Focus
  (tongue)
  Environment: Any
  Organization: Solitary, unit (2–5), or squad (9–11)
  Challenge Rating: 20
  Treasure: Standard 
  Alignment: Usually chaotic evil
  Advancement: Gargantuan (27–38 HD); Colossal (39+)
  Level Adjustment:—
  The Dark Plea’s most formidable soldier in its war on real-
  ity (see page 15) is the unstoppable xenocrysth.
  These hulking creatures reach more than 30 feet in length
  and weigh some 40,000 lbs.But for all their mass,their
  snakelike lower form fused with the faintly humanoid upper
  torso is unnervingly quick and limber.Its torso is hunched,
  and it is armored heavily with bony plates from which extend
  terrible horns.Its dragonlike head possesses fearsome teeth,
  but,even more terrifying,its flickering tongue can burrow
  easily through steel,stone,and flesh.Its clawed hands put
  fear into its hardiest foes,but its long,serpentine lower body
  ends in a large bony mass perfect for pulping its prey.
  Sages believe that xenocrysths have slipped from a lucid
  dream of the Dark Plea (or perhaps a dream-dimension of
  the Dark Plea’s own creation called the Shallows) into the
  waking world to stir up disorder and anarchy. What some
  had relegated to simply a malign psychic force has proved a
  Xenocrysth 29
  
  Mindscapes: Beasts of the Id
  30
  far more serious threat, as the Dark Plea’s progeny continue
  to squirm forth, birthed from the foulest nightmares of pow-
  erful psionic creatures. Where xenocrysths go, death follows.
  Xenocrysths do not speak, but they impart their thoughts
  directly into the mind of those with whom they wish to com-
  municate, as if the subject suddenly recalled a memory.
  Likewise, xenocrysths use their psionic powers to read the
  thoughts of those around them.
  Combat
  Xenocrysths prefer to eradicate their foes by squeezing the
  life out of them with their flexible lower body, but only
  against those whom their burrowing tongues have not
  already putrefied. Even being in the presence of a xenocrysth
  is anathema to both psionicists and arcane casters.
  Burrowing Tongue (Ex): If the xenocrysth makes a suc-
  cessful touch attack against a living target with its tongue
  (range 50 feet), the subject must make a successful Fortitude
  save (DC 34). On a failed save, the victim loses 50 hit points
  as its internal organs, fat, and muscle begin to putrefy rapid-
  ly, running in rivulets of liquefied fat from rents and
  cuts in the subject’s skin, finally leaving only
  small, crisp remains (if a victim is killed by a
  touch of the tongue). On a successful
  save, a victim takes only 25 points of
  damage.
  Catapsi Leech (Su): The
  xenocrysth constantly
  generates a peculiar form
  of psychic static,
  making it more 
  difficult for psionic creatures within 100 feet of it to mani-
  fest their powers. (The xenocrysth and those it designates
  are not affected.) All psionic activity within the area requires
  twice as many power points as normal to manifest, unless
  opponents make a successful Will save (DC 19) each time
  they manifest a power. Freely manifesting powers takes 1 full
  round, instead of one standard action, in the leech field.
  Unlike the similarly named power, catapsi leech allows the
  xenocrysth to transfer all the “wasted” power points of its
  foes directly to any operant or power point-paying mani-
  fester that it designates within 100 feet (usually those it has
  dominated) as a free action. It can’t “store up” power points
  round to round, and it cannot transfer points to creatures
  that already possess full power points.
  Constrict (Ex): The xenocrysth crushes its opponent,
  dealing 4d8+28 points of bludgeoning damage, after making
  a successful grapple check.
  Improved Grab (Ex): To use this ability, the xenocrysth
  must hit a Huge or smaller opponent with a tail slam. If it
  gets a hold, it automatically deals tail slam damage and
  constricts.
  Psi-Like Abilities: At will—detect thoughts; 3/day—
  greater metamorphosis, psionic dominate, psionic
  teleport. Manifester level 20th; save 
  DCs are Charisma based.
  Augmentable powers are aug-
  mented to the limit of the
  manifester level, if
  appropriate to the
  power.
  
  Requires the Dungeons & Dragons® Core Books,Third Edition,and
  the Expanded Psionics Handbook,published byWizards of the Coast®
  ©2003–2004 Bruce R.Cordell 
  Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast,Inc.
  * Best Adventure,2002 EN World d20 System Awards 
  ®
  ™
  ™
  D
  A PSIONICS MONSTER BOOK b y  BRUCE R. CORDELL
  PDF Version 2.0
  July 8, 2004
  D
  iscover 18 new psionic creatures written by the
  designer of the D&D® Psionics Handbook and
  Expanded Psionics Handbook! From the chameleon-
  like chalaziom to the dreadful scampering maw,these Beasts
  of the Id make the perfect addition to your campaign.
  • The monsters’ Challenge Ratings range from 1 to 20,so
  there’s something to throw at every adventuring party.
  • Players can use the Beasts of the Id as new creatures to
  summon and control.
  • The book even includes a handful of new powers,templates,
  and additional guidelines to use with the monsters.
  This valuable resource serves as a companion to the Expanded
  Psionics Handbook and If Thoughts Could Kill,Bruce Cordell’s
  award-winning* psionics supplement from Malhavoc Press.
  And this new edition updates this material to v.3.5 of the d20
  System,compatible with the Expanded Psionics Handbook.
  Bruce is also known for his work on such adventures as The
  Sunless Citadel,the Origins Award-winning Return to the
  Tomb of Horrors,and the Epic Level Handbook.
  Malhavoc Press is  game designer Monte Cook’s d20 System imprint devoted to
  publishing  unusual magic,monsters,and evocative game elements that go beyond
  traditional fantasy.Malhavoc Press products exhibit a mastery of the d20 System rules
  that only one of the 3rd Edition Dungeons & Dragons® designers can offer you.
  Free bonus material at WWW.MONTECOOK.COM
  
SOURCE: textdata/thevault/Sword & Sorcery/WW16151 Mindscapes - Beasts of the Id - Revised Edition.pdf