TEXT: 1
  These psionic monsters are presented according to the
  rules set forth in the Psionics Handbook. Without the
  Psionics Handbook, some of the nomenclature and
  powers of the creatures below may be obscure and diffi-
  cult to utilize. The psionic monsters included with this
  article include the gem dragons (amethyst dragons,
  crystal dragons, emerald dragons, sapphire dragons,
  and topaz dragons), su-monsters, and thri-kreens.
  DRAGON
  Gem Dragons
  Gem dragons are dragons who have innate psionic
  abilities instead of sorcerous abilities. They are stand-
  offish and loners as a rule, and they are always most
  concerned about their own needs. Except as noted
  below, gem dragons adhere to all the dragon rules indi-
  cated in the Monster Manual.
  Psionic Powers: A gem dragon knows and manifests
  psionic powers as a psion of the level and discipline
  indicated in its variety description, gaining bonus
  power points for a high key ability score. Even if a par-
  ticular power noted for a dragon doesn’t appear in the
  Psionics Handbook as a psionic power (instead appearing
  in the Player’s Handbook) the power is considered to be
  manifested psionically.
  Psionics (Sp): The psionic abilities a gem dragon can
  freely manifest depend on its age and variety. It gains the
  abilities listed for its age plus all previous ones, using its
  age category or its psion manifester level (whichever is
  higher) as the manifester level. The save DC is 10 + the
  dragon’s key ability modifier + power level. All psionic
  abilities noted for a gem dragon are usable a number of
  times per day, as noted under each variety.
  Amethyst Dragon
  Dragon (Earth) 
  Climate/Terrain: Any land and underground
  Organization: Wyrmling, very young, young, juve-
  nile, and young adult: solitary or clutch (2–5); adult,
  mature adult, old, very old,ancient, wyrm, or great
  wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
  Challenge Ratings: Wyrmling 3; very young 4;
  young 6; juvenile 8; young adult 11; adult 14; mature
  adult 16; old 18; very old 19; ancient 21; wyrm 23; great
  wyrm 25
  Treasure: Double standard
  Alignment: Always neutral
  Advancement: Wyrmling 7–8 HD (Small);
  very young 10–11 HD (Medium-size); young
  13–14 HD (Medium-size); juvenile 16–17 HD
  (Large); young adult 19–20 HD (Large); adult
  22–23 HD (Huge); mature adult 25–26 HD
  (Huge); old 28–29 HD (Huge); very old 31–32
  HD (Huge); ancient 34–35 HD (Gargantuan);
  wyrm 37–38 HD (Gargantuan); great wyrm
  40+ HD (Gargantuan)
  Amethyst dragons are wise and regal. They
  sometimes serve as intermediaries between
  warring dragons and even humanoid civiliza-
  tions.
  An amethyst dragon has  lavender skin with
  small scales of a light, translucent purple
  when first hatched. As they grow older, their
  scales gradually darken and take on a crys-
  talline quality. The amethyst dragon’s scales
  are shaped like mineral crystals that form nat-
  urally in the earth.
  Amethyst dragons live on the tops of isolated
  mountains in deep caves. The caves inhabited
  by amethyst dragons are naturally resplendent
  with crystal minerals of all colors.
  Amethyst dragons of sufficient level to manifest psi-
  onic powers have the primary discipline of Psychokine-
  sis; Constitution is thus their key ability score.
  Combat
  Younger amethyst dragons avoid combat by flying away
  if possible. Older dragons use their special abilities, such
  More Psionic Monsters
  The Psionics Handbook Web Enhancement by Bruce R. Cordell
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  MASTER are registered trademarks owned by
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  2
  as invisibility, to improve their chances to surprise a target.
  Even adults flee if it is obvious after the first few rounds of
  combat that they cannot overpower their opposition.
  Breath Weapon (Su): An amethyst dragon has one type
  of breath weapon: a line of concussive force. The concus-
  sive force pummels those affected with telekinetic force.
  The amethyst dragon may choose to deal an equal
  amount of subdual damage instead of normal damage.
  Explosive Gem (Sp): Once per day the gem dragon
  can expel a crystalline violet lozenge which it can spit
  up to 75 feet away with pinpoint accuracy. The gem
  instantly explodes, inflicting impact damage to all crea-
  tures in a 20-foot radius. Targets who succeed at a
  Reflex saving throw (DC 17 + dragon’s manifester level)
  suffer half damage.
  Amethyst Telekinesis (Sp): Once per day the gem
  dragon can use true telekinesis; however, the amethyst
  dragon can lift up to 10 tons (200,000 pounds), or hurl a
  creature against another object for 20d6 points of
  damage. Amethyst dragons use this power as if they
  were a 20th-level manifester. 
  Force Resistant (Ex): Amethyst dragons gain a +4
  saving throw bonus against force psionic powers, spells,
  or effects.
  Psionics (Sp): 3/day—stomp; 1/day—invisibility, body
  equilibrium, and suggestion. 
  Attack/Defense Modes (Sp): At will—ego whip/mental
  barrier. As amethyst dragons gain levels of psion, they
  gain additional psionic attack and defense modes,
  according to the rules of a psion.
  Amethyst Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC) DC
  PR
  Wyrmling
  S
  6d12+6 (45)
  17 (+1 size, +5 natural, +1 Dex)
  +8
  +6
  +5
  +5
  2d8 (14)
  —
  —
  Very young
  M
  9d12+18 (76)
  19 (+8 natural, +1 Dex)
  +11 
  +8
  +6
  +6
  4d8 (16)
  —
  —
  Young
  M
  12d12+24 (102)
  22 (+11 natural, +1 Dex)
  +15
  +10
  +8
  +9
  6d8 (18)
  —
  —
  Juvenile
  L
  15d12+45 (142)
  24 (–1 size, +14 natural, +1 Dex)
  +18
  +12
  +9
  +11
  8d8 (20)
  —
  —
  Young adult
  L
  18d12+72 (189)
  27 (–1 size, +17 natural, +1 Dex)
  +23
  +15
  +11
  +13
  10d8 (23)
  21
  19
  Adult
  H
  21d12+105 (241)
  29 (–2 size, +20 natural, +1 Dex)
  +27
  +17
  +12
  +15
  12d8 (25)
  23
  21
  Mature adult H
  24d12+120 (276)
  32 (–2 size, +23 natural, +1 Dex)
  +31
  +19
  +14
  +17
  14d8 (27)
  25
  22
  Old
  H
  27d12+162 (337)
  35 (–2 size, +26 natural, +1 Dex)
  +35 
  +21
  +15
  +19
  16d8 (29)
  27
  24
  Very old
  H
  30d12+180 (375)
  38 (–2 size, +29 natural, +1 Dex)
  +39 
  +23
  +17
  +21
  18d8 (31)
  29
  25
  Ancient
  G
  33d12+231 (445)
  39 (–4 size, +32 natural, +1 Dex)
  +41
  +25
  +18
  +23
  20d8 (33)
  31
  27
  Wyrm
  G
  36d12+288 (522)
  42 (–4 size, +35 natural, +1 Dex)
  +45 
  +28
  +20
  +25
  22d8 (36)
  33
  29
  Great wyrm
  G
  39d12+312 (565)
  45 (–4 size, +38 natural, +1 Dex)
  +49 
  +30
  +22
  +28
  24d8 (37)
  35
  31
  Amethyst Dragon Abilities by Age
  Age
  Speed
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Special Abilities
  Manifester Level*
  Wyrmling
  40 ft., fly 100 ft.
  13
  12
  13
  10
  11
  10
  Poison  immunity,
  —
  (average), burrow 20 ft.
  force resistant
  Very young
  40 ft., fly 150 ft.
  15
  12
  15
  10
  11
  10
  —
  (poor), burrow 20 ft.
  Young
  40 ft., fly 150 ft.
  17
  12
  15
  12
  13
  12
  —
  (poor), burrow 20 ft.
  Juvenile
  40 ft., fly 150 ft.
  19
  12
  17
  14
  15
  14
  1st
  (poor), burrow 20 ft.
  Young adult
  40 ft., fly 150 ft.
  23
  12
  19
  14
  15
  14
  Damage reduction 5/+1
  3rd
  (poor), burrow 20 ft.
  Adult
  40 ft., fly 150 ft.
  27
  12
  21
  16
  17
  16
  Explosive gem 5d6 damage
  5th
  (poor), burrow 20 ft.
  Mature adult
  40 ft., fly 150 ft.
  29
  12
  21
  16
  17
  16
  Damage reduction 10/+1
  7th
  (poor), burrow 20 ft.
  Old
  40 ft., fly 150 ft.
  31
  12
  23
  18
  19
  18
  Explosive gem 9d6 damage
  9th
  (poor), burrow 20 ft.
  Very old
  40 ft., fly 150 ft.
  33
  12
  23
  18
  19
  18
  Damage reduction 15/+2
  11th
  (poor), burrow 20 ft.
  Ancient
  40 ft., fly 200 ft.
  35
  12
  25
  20
  21
  20
  Explosive gem 13d6 damage 13th
  (clumsy), burrow 20 ft.
  Wyrm
  40 ft., fly 200 ft.
  37
  12
  27
  20
  21
  20
  Damage reduction 20/+3
  15th
  (clumsy), burrow 20 ft.
  Great wyrm
  40 ft., fly 200 ft.
  39
  12
  27
  22
  23
  22
  Amethyst Telekinesis
  17th
  (clumsy), burrow 20 ft.
  *Amethyst dragons manifest powers as if psions with Psychokinesis as their primary discipline.
  
  3
  Crystal Dragon
  Dragon (Air)
  Climate/Terrain: Temperate and cold mountains
  Organization: Wyrmling, very young, young, juve-
  nile, and young adult: solitary or clutch (2–5); adult,
  mature adult, old, very old, ancient, wyrm, or great
  wyrm: solitary, pair, or family (1–2 and 2–5 off-
  spring)
  Challenge Ratings: Wyrmling 2; very young 3;
  young 4; juvenile 7; young adult 10; adult 12; mature
  adult 15; old 17; very old 18; ancient 20; wyrm 21; great
  wyrm 23
  Treasure: Double standard
  Alignment: Always chaotic neutral
  Advancement: Wyrmling 6–7 HD (Small); very
  young 9–10 HD (Medium-size); young 12–13 HD
  (Medium-size); juvenile 15–16 HD (Large); young adult
  18–19 HD (Large); adult 21–22 HD (Huge); mature
  adult 24–25 HD (Huge); old 27–28 HD (Huge); very
  old 30–31 HD (Huge); ancient 33–34 HD (Gargan-
  tuan); wyrm 36–37 HD (Gargantuan); great wyrm 39+
  HD (Gargantuan)
  Crystal dragons are the friendliest of the gem dragons,
  always curious about the world. They enthusiastically
  converse with willing visitors.
  Crystal Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC) DC
  PR
  Wyrmling
  S
  5d12+5 (37)
  15 (+1 size, +4 natural)
  +7
  +5
  +4
  +4
  2d6 (13)
  —
  —
  Very young
  M
  8d12+16 (68)
  17 (+7 natural)
  +10 
  +8
  +6
  +6
  4d6 (16)
  —
  —
  Young
  M
  11d12+22 (93)
  20 (+10 natural)
  +14
  +9
  +7
  +8
  6d6 (17)
  —
  —
  Juvenile
  L
  14d12+42 (133)
  22 (–1 size, +13 natural)
  +17
  +12
  +9
  +11
  8d6 (20)
  —
  —
  Young adult
  L
  17d12+68 (178)
  25 (–1 size, +16 natural)
  +22
  +14
  +10
  +12
  10d6 (22)
  20
  19
  Adult
  H
  20d12+100 (230)
  27 (–2 size, +19 natural)
  +26
  +17
  +12
  +15
  12d6 (25)
  23
  21
  Mature adult
  H
  23d12+115 (264)
  30 (–2 size, +22 natural)
  +30
  +18
  +13
  +16
  14d6 (26)
  24
  22
  Old
  H
  26d12+156 (325)
  33 (–2 size, +25 natural)
  +34 
  +21
  +15
  +19
  16d6 (29)
  27
  24
  Very old
  H
  29d12+174 (362)
  36 (–2 size, +28 natural)
  +38 
  +22
  +16
  +20
  18d6 (30)
  28
  25
  Ancient
  G
  32d12+224 (432)
  37 (–4 size, +31 natural)
  +39
  +25
  +18
  +23
  20 d6 (33)
  31
  27
  Wyrm
  G
  35d12+280 (507)
  40 (–4 size, +34 natural)
  +43 
  +27
  +19
  +24
  22d6 (35)
  32
  28
  Great wyrm
  G
  38d12+304 (551)
  43 (–4 size, +37 natural)
  +48 
  +29
  +21
  +27
  24d6 (37)
  35
  30
  Crystal Dragon Abilities by Age
  Age
  Speed
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Special Abilities
  Manifester Level*
  Wyrmling
  40 ft., fly 100 ft.
  13
  10
  13
  10
  11
  11
  Cold immunity
  —
  (average), swim 40 ft.
  Very Young
  40 ft., fly 150 ft.
  15
  10
  15
  10
  11
  11
  —
  (poor), swim 40 ft.
  Young
  40 ft., fly 150 ft.
  17
  10
  15
  12
  13
  13
  —
  (poor), swim 40 ft.
  Juvenile
  40 ft., fly 150 ft.
  19
  10
  17
  14
  15
  15
  1st
  (poor), swim 40 ft.
  Young Adult
  40 ft., fly 150 ft.
  23
  10
  19
  14
  15
  15
  Damage reduction 5/+1
  3rd
  (poor), swim 40 ft.
  Adult
  40 ft., fly 150 ft.
  27
  10
  21
  16
  17
  17
  Charm person
  5th
  (poor), swim 40 ft.
  Mature Adult
  40 ft., fly 150 ft.
  29
  10
  21
  16
  17
  17
  Damage reduction 10/+1
  7th
  (poor), swim 40 ft.
  Old
  40 ft., fly 150 ft.
  31
  10
  23
  18
  19
  19
  Color spray
  9th
  (poor), swim 40 ft.
  Very Old
  40 ft., fly 150 ft.
  33
  10
  23
  18
  19
  19
  Damage reduction 15/+2
  11th
  (poor), swim 40 ft.
  Ancient
  40 ft., fly 200 ft.
  35
  10
  25
  20
  21
  21
  Domination
  13th
  (clumsy), swim 40 ft.
  Wyrm
  40 ft., fly 200 ft.
  37
  10
  27
  20
  21
  21
  Damage reduction 20/+2
  15th
  (clumsy), swim 40 ft.
  Great Wyrm
  40 ft., fly 200 ft.
  39
  10
  27
  22
  23
  21
  Control Winds
  17th
  (clumsy), swim 40 ft. 
  *Crystal dragons manifest powers as if psions with Telepathy as their primary discipline.
  
  4
  A wyrmling crystal dragon’s scales are glossy white. As
  the dragon ages, the scales become translucent. Moon-
  light and starlight cause their scales to luminesce, and
  full sunlight lends them dazzling brilliance.
  Crystal dragons prefer cold, open areas with clear
  skies (stargazing is a favorite crystal dragon pastime).
  Often, a crystal dragon builds a mansion of ice and
  packed snow, adding onto it over the ages of its long,
  long life. A crystal dragon ice mansion is a wondrous
  thing to look upon. Sometimes, white dragons and
  crystal dragons come into conflict. Crystal dragons
  have been known to make off with white dragon eggs,
  possibly to foster the white wyrmling as a friendlier
  dragon than most whites.
  Combat
  Crystal dragons rarely instigate a fight without cause.
  If the target is intriguing or seems friendly, the dragon
  attempts a conversation. If the target appears dull, the
  dragon attempts to avoid a meeting. However, if visi-
  tors prove unfriendly, crystal dragons do not hesitate to
  respond in kind.
  Breath Weapon (Su): A crystal dragon has one type of
  breath weapon: a cone of brilliant light. Targets who fail
  their saving throw against the damage are also blinded
  for 1d4 rounds.
  Cold Immunity (Ex): Crystal dragons are immune to
  cold psionic powers, spells, and effects.
  Psionics (Sp): 3/day—charm person and color spray;
  1/day—domination and control winds. 
  Attack/Defense 
  Modes 
  (Sp):
  At 
  will—id
  insinuation/thought shield. As crystal dragons gain levels
  of psion, they gain additional psionic attack and
  defense modes, according to the rules of a psion.
  Emerald Dragon
  Dragon (Sonic)
  Climate/Terrain: Any warm and underground
  Organization: Wyrmling, very young, young, juve-
  nile, and young adult: solitary or clutch (2–5); adult,
  mature adult, old, very old, ancient, wyrm, or great
  wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
  Challenge Ratings: Wyrmling 2; very young 4;
  young 6; juvenile 8; young adult 11; adult 14; mature
  adult 16; old 18; very old 19; ancient 21; wyrm 22; great
  wyrm 24
  Treasure: Double standard
  Alignment: Always lawful neutral
  Advancement: Wyrmling 7–8 HD (Small); very
  young 10–11 HD (Medium-size); young 13–14 HD
  (Medium-size); juvenile 16–17 HD
  (Large); 
  young
  adult 19–20 HD (Large); adult 22–23 HD (Huge);
  mature adult 25–26 HD (Huge); old 28–29 HD (Huge);
  very old 31–32 HD (Huge); ancient 34–35 HD (Gargan-
  tuan); wyrm 37–38 HD (Gargantuan); great wyrm 40+
  HD (Gargantuan)
  Emerald dragons are inquisitive, particularly about
  local history and customs. Often, an emerald dragon’s
  knowledge of an area surpasses that of the best sage,
  though the dragon’s inborn paranoia makes it difficult
  for others to gain that knowledge.
  Emerald dragons have translucent green scales at
  birth. As they age, the scales harden and take on every
  shade of green, scintillating in even the dimmest light.
  Their pupils fade as they age, until in the oldest the
  eyes resemble glowing green orbs.
  Emerald dragons like to be near areas that are at least
  partly settled by a civilization (of any type), but not so
  near that their presence is generally known. If possible,
  they make their lairs in the cones of extinct (or seldom
  active) volcanoes. Emerald dragons nurture their
  wyrmlings; thus, any given lair of a young adult or
  older is likely to have at least one wyrmling as well.
  Combat
  Emerald dragons distrust visitors, and their lairs bris-
  tle with hidden traps and alarms. Emerald dragons first
  hide (with improved invisibility) from visitors who are
  not deterred by the traps, but reveal themselves if their
  treasure or their wyrmling wards are discovered. They
  use detect thoughts to learn intelligent creatures’ inten-
  tions. When attacking, they blind their opponents with
  fog cloud and then charge, or if flying, snatch them up.
  Against seafaring opponents they conjure up a storm or
  use their tails to smash the vessels’ hulls. If a dragon is
  inclined toward leniency, ships might be merely
  becalmed, fogbound, or broken-masted.
  Breath Weapon (Su): Emerald dragons breath a cone
  of keening sonic energy. In additional to making a Dex-
  terity saving throw against sonic damage, creatures
  within the cone must succeed at a Fortitude save
  (versus the same DC) or be deafened for 1d4 rounds
  plus 1 round per age category of the dragon.
  Sonic Immunity (Ex): An emerald dragon is
  immune to sonic psionic powers, spells, and effects.
  Psionics (Sp): At will—object reading; 3/day—invisibil-
  ity, control sound, nondetection, remote viewing,  sensitivity to
  psychic impressions; 1/day—shield of prudence. 
  Attack/Defense Modes (Sp): At will—id insinuation, psy-
  
  5
  chic crush/thought shield, tower of iron will. As emerald
  dragons gain levels of psion, they gain additional psi-
  onic attack and defense modes, according to the rules
  of a psion.
  Sapphire Dragon
  Dragon (Earth)
  Climate/Terrain: Any underground
  Organization: Wyrmling, very young, young, juve-
  nile, and young adult: solitary or clutch (2–5); adult,
  mature adult, old, very old, ancient, wyrm, or great
  wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
  Challenge Ratings: Wyrmling 2; very young 4;
  young 6; juvenile 8; young adult 10; adult 13; mature
  adult 15; old 18; very old 19; ancient 21; wyrm 22; great
  wyrm 24
  Treasure: Double standard
  Alignment: Always lawful neutral
  Advancement: Wyrmling 6–7 HD (Tiny); very young
  9–10 HD (Small); young 12–13 HD (Medium-size);
  juvenile 15–16 HD (Medium-size); young adult 18–19
  HD (Large); adult 21–22 HD (Large); mature adult
  24–25 HD (Huge); old 27–28 HD (Huge); very old
  30–31 HD (Huge); ancient 33–34 HD (Huge); wyrm
  36–37 HD (Gargantuan); great wyrm 39+ HD (Gargan-
  tuan)
  Emerald Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC) DC
  PR
  Wyrmling
  S
  6d12+6 (45)
  16 (+1 size, +5 natural)
  +8
  +6
  +5
  +7
  2d6 (14)
  —
  —
  Very young
  M
  9d12+18 (76)
  18 (+8 natural)
  +11 
  +8
  +6
  +8
  4d6 (16)
  —
  —
  Young
  M
  12d12+36 (114)
  21 (+11 natural)
  +15
  +10
  +8
  +11
  6d6 (18)
  —
  —
  Juvenile
  L
  15d12+45 (142)
  23 (–1 size, +14 natural)
  +18
  +12
  +9
  +13
  8d6 (20)
  —
  —
  Young adult
  L
  18d12+72 (189)
  26 (–1 size, +17 natural)
  +23
  +15
  +11
  +15
  10d6 (23)
  23
  20
  Adult
  H
  21d12+105 (241)
  28 (–2 size, +20 natural)
  +27
  +17
  +12
  +17
  12d6 (25)
  25
  22
  Mature adult
  H
  24d12+120 (276)
  31 (–2 size, +23 natural)
  +31
  +19
  +14
  +19
  14d6 (27)
  27
  23
  Old
  H
  27d12+162 (337)
  34 (–2 size, +26 natural)
  +35 
  +21
  +15
  +21
  16d6 (29)
  29
  25
  Very old
  H
  30d12+180 (375)
  37 (–2 size, +29 natural)
  +39 
  +23
  +17
  +23
  18d6 (31)
  31
  26
  Ancient
  G
  33d12+231 (445)
  38 (–4 size, +32 natural)
  +41
  +25
  +18
  +25
  20 d6 (33)
  33
  28
  Wyrm
  G
  36d12+288 (522)
  41 (–4 size, +35 natural)
  +45 
  +28
  +20
  +28
  22d6 (36)
  36
  29
  Great wyrm
  G
  39d12+312 (565)
  44 (–4 size, +38 natural)
  +49 
  +30
  +22
  +30
  24d6 (37)
  37
  31
  Emerald Dragon Abilities by Age
  Age
  Speed
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Special Abilities
  Manifester Level*
  Wyrmling
  40 ft., fly 100 ft.
  13
  10
  13
  14
  15
  14
  Sonic immunity, object reading
  —
  (average)
  Very young
  40 ft., fly 150 ft.
  15
  10
  15
  14
  15
  14
  —
  (poor), swim 60 ft.
  Young
  40 ft., fly 150 ft.
  17
  10
  15
  16
  17
  16
  Invisibility
  1st
  (poor), swim 60 ft.
  Juvenile
  40 ft., fly 150 ft.
  19
  10
  17
  18
  19
  18
  3rd
  (poor), swim 60 ft.
  Young adult
  40 ft., fly 150 ft.
  23
  10
  19
  18
  19
  18
  Damage reduction 5/+1
  5th
  (poor), swim 60 ft.
  Adult
  40 ft., fly 150 ft.
  27
  10
  21
  20
  21
  20
  Sensitivity to psychic impressions
  7th
  (poor), swim 60 ft.
  Mature adult
  40 ft., fly 150 ft.
  29
  10
  21
  20
  21
  20
  Damage reduction 10/+1
  9th
  (poor), swim 60 ft.
  Old
  40 ft., fly 150 ft.
  31
  10
  23
  22
  23
  22
  Nondetection, remote viewing
  11th
  (poor), swim 60 ft.
  Very old
  40 ft., fly 150 ft.
  33
  10
  23
  22
  23
  22
  Damage reduction 15/+2
  13th
  (poor), swim 60 ft.
  Ancient
  40 ft., fly 200 ft.
  35
  10
  25
  24
  25
  24
  Control sound
  15th
  (clumsy), swim 60 ft.
  Wyrm
  40 ft., fly 200 ft.
  37
  10
  27
  26
  27
  26
  Damage reduction 20/+3
  17th
  (clumsy), swim 60 ft.
  Great wyrm
  40 ft., fly 200 ft.
  39
  10
  27
  26
  27
  26
  Shield of prudence
  19th
  (clumsy), swim 60 ft.
  *Emerald dragons manifest powers as if psions with Clairsentience as their primary discipline.
  
  6
  Sapphire dragons are territorial and naturally distrust-
  ful of others. Their territorial streak is most obvious with
  other dragons. They are powerful burrowers.
  Sapphire dragon scales do not change as a dragon ages;
  the scales range in hue from light to dark blue, and scin-
  tillate in any light, casting a cascade of ghostly glints on
  cavern walls. A sapphire dragon’s pupils fade with age,
  and the eyes of great wyrms resemble glowing sapphire
  orbs.
  Sapphire dragons like dry, rocky subterranean caverns.
  They hide their lair entrances using move earth and stone
  shape. Within the lair, their treasuries spread out among
  several chambers, arranged in a somewhat decorative
  manner. Giant subterranean spiders also roam sapphire
  dragon lairs, but only as a handy source of food. Sapphire
  dragons treat the evil races of the underdark only as ene-
  mies; drow, illithid, and aboleth trophies are sometimes
  prominently displayed in a sapphire dragon’s lair.
  Combat
  Sapphire dragons are not big on small talk, unless the
  discussion revolves around military strategy, at which
  they enjoy showing off their prowess. In fact, they may
  forgive visitors their presence if a game of strategy is
  proffered. Of course, they hate to lose.
  Breath Weapon (Su): Sapphire dragons breath a cone
  of keening sonic energy. In additional to making a Dex-
  terity saving throw against sonic damage, creatures
  within the cone must succeed at a Fortitude save
  (versus the same DC) or be deafened for 1d4 rounds.
  Spider Climb (Ex): The dragon can climb on stone
  surfaces as though using the spider climb spell.
  Electrical Immunity (Ex): Sapphire dragons are
  immune to electrical psionic powers, spells, and effects.
  Psionics (Sp): At will—sense psycoportation; 2/day—
  skate, stone shape; 1/day—teleportation, wall of stone, and
  move earth. 
  Attack/Defense Modes (Sp): At will—id insinuation, ego
  whip/thought shield, empty mind. As sapphire dragons
  gain levels of psion, they gain additional psionic attack
  and defense modes, according to the rules of a psion.
  Skills: Sapphire dragons have the Climb skill for free
  at 1 rank per Hit Die.
  Sapphire Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  PR
  Wyrmling
  T
  5d12+5 (37)
  16 (+2 size, +3 natural, +1 Dex)
  +7
  +5
  +4
  +5
  2d4 (13)
  —
  —
  Very young
  S
  8d12+8 (60)
  18 (+1 size, +6 natural, +1 Dex)
  +10 
  +7
  +6
  +7
  4d4 (15)
  —
  —
  Young
  M
  11d12+22 (93)
  21 (+9 natural, +2 Dex)
  +13
  +9
  +7
  +9
  6d4 (17)
  —
  —
  Juvenile
  M
  14d12+28 (119)
  24 (+12 natural, +2 Dex)
  +17
  +11
  +9
  +11
  8d4 (19)
  —
  —
  Young adult
  L
  17d12+51 (161)
  27 (–1 size, +15 natural, +3 Dex)
  +20
  +14
  +10
  +13
  10d4 (21)
  21
  19
  Adult
  L
  20d12+80 (210)
  30 (–1 size, +18 natural, +3 Dex)
  +25
  +16
  +12
  +15
  12d4 (24)
  23
  21
  Mature adult
  H
  23d12+115 (264)
  32 (–2 size, +20 natural, +4 Dex)
  +29
  +18
  +13
  +17
  14d4 (27)
  25
  23
  Old
  H
  26d12+130 (299)
  35 (–2 size, +23 natural, +4 Dex)
  +33 
  +20
  +15
  +19
  16d4 (28)
  27
  25
  Very old
  H
  29d12+174 (362)
  39 (–2 size, +26 natural, +5 Dex)
  +37 
  +22
  +16
  +21
  18d4 (30)
  29
  26
  Ancient
  H
  32d12+192 (400)
  42 (–2 size, +29 natural, +5 Dex)
  +41
  +24
  +18
  +23
  20 d4 (32)
  31
  28
  Wyrm
  G
  35d12+245 (472)
  44 (–4 size, +32 natural, +6 Dex)
  +43 
  +26
  +19
  +25
  22d4 (34)
  33
  29
  Great wyrm
  G
  38d12+304 (551)
  47 (–4 size, +35 natural, +6 Dex)
  +47 
  +29
  +21
  +27
  24d4 (37)
  35
  31
  Sapphire Dragon Abilities by Age
  Age
  Speed
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Special Abilities
  Manifester Level*
  Wyrmling
  40 ft., fly 100 ft. (average), burrow 15
  11
  12
  13
  12
  13
  12
  Electrical immunity,
  —
  spider climb
  Very young
  40 ft., fly 100 ft. (average), burrow 15
  13
  12
  13
  12
  13
  12
  —
  Young
  40 ft., fly 150 ft. (poor), burrow 10
  15
  14
  15
  14
  15
  14
  1st
  Juvenile
  40 ft., fly 150 ft. (poor), burrow 10
  17
  14
  15
  14
  15
  14
  Sense psychoportation
  3rd
  Young adult
  40 ft., fly 150 ft. (poor), burrow 5
  19
  16
  17
  16
  17
  16
  Damage reduction 5/+1
  5th
  Adult
  40 ft., fly 150 ft. (poor), burrow 5
  23
  16
  19
  16
  17
  16
  skate, stone shape
  7th
  Mature adult 40 ft., fly 150 ft. (poor), burrow 5
  27
  18
  21
  18
  19
  18
  Damage reduction 10/+1
  9th
  Old
  40 ft., fly 150 ft. (poor), burrow 5
  29
  18
  21
  18
  19
  18
  Teleportation
  11th
  Very old
  40 ft., fly 150 ft. (poor), burrow 5
  31
  20
  23
  20
  21
  20
  Damage reduction 15/+2
  13th
  Ancient
  40 ft., fly 150 ft. (poor), burrow 5
  33
  20
  23
  20
  21
  20
  Wall of stone
  15th
  Wyrm
  40 ft., fly 200 ft. (clumsy), burrow 5
  35
  22
  25
  22
  23
  22
  Damage reduction 20/+3
  17th
  Great wyrm
  40 ft., fly 200 ft. (clumsy), burrow 5
  37
  22
  27
  22
  23
  22
  Move earth
  19th
  *Sapphire dragons manifest powers as if psions with Psychoportation as their primary discipline.
  
  7
  Topaz Dragon
  Dragon (Water)
  Climate/Terrain: Any aquatic (coastal)
  Organization: Wyrmling, very young, young, juve-
  nile, and young adult: solitary or clutch (2–5); adult,
  mature adult, old, very old, ancient, wyrm, or great
  wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
  Challenge Ratings: Wyrmling 3; very young 4;
  young 6; juvenile 9; young adult 12; adult 14; mature
  adult 17; old 19; very old 20; ancient 22; wyrm 23; great
  wyrm 25
  Treasure: Double standard
  Alignment: Always chaotic neutral
  Advancement: Wyrmling 8–9 HD (Small); very
  young 11–12 HD (Medium-size); young 14–15 HD
  (Medium-size); juvenile 17–18 HD (Large); young adult
  20–21 HD (Large); adult 23–24 HD (Huge); mature
  adult 26–27 HD (Huge); old 29–30 HD (Huge); very
  old 32–33 HD (Huge); ancient 35–36 HD (Gargan-
  tuan); wyrm 38–39 HD (Gargantuan); great wyrm 41+
  HD (Colossal)
  Topaz dragons are unfriendly and selfish. Though not
  malevolent, their erratic behavior makes any dealings
  with a topaz dragon unpleasant, and probably danger-
  ous.
  A topaz wyrmling’s scales are dull yellow with orange
  highlights. As the dragon approaches adulthood, its
  color slowly brightens until the individual scales
  become scarcely visible. From a distance, these dragons
  look as if they have been sculpted from pure topaz. As a
  topaz dragon grows older, its pupils fade until in the
  oldest the eyes resemble orbs of fire.
  Topaz dragons prefer seacoast lairs on secluded
  beaches or caves below the waterline. They keep their
  lairs completely dry, even those with submerged
  entrances. They spend much of their time outside their
  lair on rocky outcroppings, enjoying the wind and
  spray. Of course, such a position also allows them to
  spot passing prey, such as sharks and large squid.
  Because they lair in similar territories, topaz and
  bronze dragons often come into conflict. Duels
  between the two varieties are furious and deadly.
  Topaz Dragons by Age
  Attack
  Fort
  Ref
  Will
  Breath
  Fear
  Age
  Size
  Hit Dice (hp)
  AC
  Bonus
  Save
  Save
  Save
  Weapon (DC)
  DC
  PR
  Wyrmling
  S
  7d12+7 (52)
  17 (+1 size, +6 natural)
  +9
  +6
  +5
  +7
  2d8 (14)
  —
  —
  Very young
  M
  10d12+20 (85)
  19 (+9 natural)
  +12 
  +9
  +7
  +9
  4d8 (17)
  —
  —
  Young
  M
  13d12+26 (110)
  22 (+12 natural)
  +16
  +10
  +8
  +11
  6d8 (18)
  —
  —
  Juvenile
  L
  16d12+ 48(152)
  24 (–1 size, +15 natural)
  +19
  +13
  +10
  +14
  8d8 (21)
  —
  —
  Young adult
  L
  19d12+76 (199)
  27 (–1 size, +18 natural)
  +24
  +15
  +11
  +15
  10d8 (23)
  23
  20
  Adult
  H
  22d12+110 (253)
  29 (–2 size, +21 natural)
  +28
  +18
  +13
  +18
  12d8 (26)
  26
  22
  Mature adult
  H
  25d12+125 (287)
  32 (–2 size, +24 natural)
  +32
  +19
  +14
  +19
  14d8 (27)
  27
  24
  Old
  H
  28d12+168 (350)
  35 (–2 size, +27 natural)
  +36 
  +22
  +16
  +22
  16d8 (30)
  30
  26
  Very old
  H
  31d12+186 (387)
  38 (–2 size, +30 natural)
  +40 
  +23
  +17
  +24
  18d8 (31)
  32
  27
  Ancient
  G
  34d12+238 (459)
  39 (–4 size, +33 natural)
  +42
  +26
  +19
  +27
  20 d8 (34)
  35
  29
  Wyrm
  G
  37d12+333 (573)
  42 (–4 size, +36 natural)
  +47 
  +30
  +21
  +30
  22d8 (36)
  37
  30
  Great wyrm
  C
  40d12+400 (660)
  41 (–8 size, +39 natural)
  +48 
  +32
  +22
  +32
  24d8 (39)
  40
  32
  Topaz Dragon Abilities by Age
  Age
  Speed
  Str
  Dex
  Con
  Int
  Wis
  Cha
  Special Abilities
  Manifester Level*
  Wyrmling
  40 ft., fly 100 ft. (average), swim 60 ft.
  13
  10
  13
  14
  15
  14
  Cold immunity, waterbreathing —
  Very young
  40 ft., fly 150 ft. (poor), swim 60 ft.
  15
  10
  15
  14
  15
  14
  —
  Young
  40 ft., fly 150 ft. (poor), swim 60 ft.
  17
  10
  15
  16
  17
  16
  1st
  Juvenile
  40 ft., fly 150 ft. (poor), swim 60 ft.
  19
  10
  17
  18
  19
  18
  Feather fall
  3rd
  Young adult
  40 ft., fly 150 ft. (poor), swim 60 ft.
  23
  10
  19
  18
  19
  18
  Damage reduction 5/+1
  5th
  Adult
  40 ft., fly 150 ft. (poor), swim 60 ft.
  27
  10
  21
  20
  21
  20
  Fog cloud
  7th
  Mature adult 40 ft., fly 150 ft. (poor), swim 60 ft.
  29
  10
  21
  20
  21
  20
  Damage reduction 10/+1
  9th
  Old
  40 ft., fly 150 ft. (poor), swim 60 ft.
  31
  10
  23
  22
  23
  22
  Control winds
  11th
  Very old
  40 ft., fly 150 ft. (poor), swim 60 ft.
  33
  10
  23
  24
  25
  24
  Damage reduction 15/+2
  13th
  Ancient
  40 ft., fly 200 ft. (clumsy), swim 60 ft.
  35
  10
  25
  26
  27
  26
  Control weather
  15th
  Wyrm
  40 ft., fly 200 ft. (clumsy), swim 60 ft.
  39
  10
  29
  28
  29
  28
  Damage reduction 20/+3
  17th
  Great wyrm
  40 ft., fly 200 ft. (clumsy), swim 60 ft.
  43
  10
  31
  30
  31
  30
  Metamorphosis
  19th
  *Topaz dragons manifest powers as if psions with Psychometabolism as their primary discipline.
  
  8
  Combat
  Topaz dragons dislike intruders, but prefer to begin
  any potential confrontation with conversation. Hos-
  tile intruders are quickly attacked, but so are visitors
  who ultimately prove boring.
  Breath Weapon (Su): Topaz dragons breath a cone
  of dehydration (water). When directed against aque-
  ous liquids, one cubic foot of water evaporates per
  hit point of damage dealt.
  Waterbreathing (Ex): Topaz dragons can breath
  water as readily as air.
  Cold Immunity (Ex): Topaz dragons are immune
  to cold.
  Psionics (Sp): 3/day—polymorph self, fog cloud, con-
  trol winds; 2/day—feather fall; 1/day—control weather
  and metamorphosis. A topaz dragon’s polymorph self and
  metamorphosis work just like the psionic powers,
  except that each use allows only one change, which
  lasts until the dragon assumes another form or
  reverts to its own (which does not count as a use of
  this ability).
  Attack/Defense Modes (Sp): At will—mind thrust, ego
  whip/thought shield, mental barrier. As topaz dragons
  gain levels of psion, they gain additional psionic
  attack and defense modes, according to the rules of a
  psion.
  Skills: Topaz dragons have the Swim skill for free
  at 1 rank per Hit Die.
  SU-MONSTER
  Large Animal
  Hit Dice:
  5d8+10 (32 hp)
  Initiative:
  +2 (Dex)
  Speed:
  30 ft., climb 30 ft.
  AC:
  16 (–1 size, +3 Dex, +4 natural)
  Attacks:
  2 claws +7 melee; bite +2 melee
  Damage:
  Claw 1d6+5; bite 1d8+2
  Face/Reach: 
  5 ft. by 5 ft./10 ft.
  Special Attacks:Psionics, rend 2d6+10
  Special Qualities:—
  Saves:
  Fort +6, Ref +7, Will +5
  Abilities:
  Str 20, Dex 16, Con 14,
  Int 2, Wis 12, Cha 7
  Skills:
  Climb +13, Move Silently +11, Spot +9 
  Climate/Terrain: Any land or underground
  Organization:
  Solitary, family (2–4), pack (6–11),
  or clan (11–22)
  Challenge Rating: 5
  Treasure:
  None
  Alignment:
  Always neutral
  Advancement: 6–15 HD (Large)
  Su-monsters are psionic primates, but despite their
  mental might, continue to live as animals.
  Su-monsters appear as large apelike monkeys.
  Gray, nappy fur covers most of their body, but
  black fur covers their faces and hands, while their
  furless palms are scarlet-hued. Un-apelike claws
  extend from their hands, and sharp teeth line their
  maws. 
  Though large, they appear somewhat gaunt, espe-
  cially because their extra-large ribs and vertebrae
  show prominently, as does their skull structure
  and skeletal anatomy. Su-monsters sport long pre-
  hensile tails, easily capable of supporting their
  weight should they require the use of all their
  hands.
  Several families of su-monsters usually live
  together in the heights of trees or other hard-to-
  reach places. Such clans are very territorial. Su-
  monsters are also particularly protective of others
  who make up their families or clans, though su-
  monsters who belong to different clans may meet
  as rivals. 
  Combat
  In addition to being territorial and pack hunters,
  su-monsters harbor a special hate for other psionic
  creatures, but especially psionic characters. If a
  psionic character is observed or sensed, lone su-
  monsters attempt to sneak off in order to bring
  back a pack of su-monsters to deal with the intrud-
  ers.
  Su-monsters use their schism power prior to any
  combat. They then wade into melee, attempting to
  rake their foes, and expending their extra partial
  action for one more claw attack or to use lesser body
  adjustment. 
  Rend (Ex): A su-monster that hits with both claw
  attacks latches onto its opponent’s body and tears the
  flesh. This maneuver automatically deals an addi-
  tional 2d6+10 points of damage.
  Psionics (Sp): At will—sense psionics, schism and
  lesser body adjustment. These abilities are as the powers
  manifested  by a 10th-level psion.
  Attack/Defense Modes (Sp): At will—mind thrust, ego
  whip, psychic crush/thought shield, mental barrier.
  
  9
  THRI-KREEN
  Medium-size Monstrous Humanoid
  Hit Dice:
  5d8+5 (27 hp)
  Initiative:
  +3 (Dex)
  Speed:
  60 ft.
  AC:
  18 (+3 Dex, +5 natural)
  Attacks:
  4 claws +6 melee and bite +4 melee; 
  or gythka +4/+4 melee; or 2 
  chatkcha +8 ranged
  Damage:
  Claw 1d4+1; bite 1d4+ poison; 
  gythka 1d8+1; chatkcha 1d6+1
  Face/Reach: 
  5 ft. by 5 ft./5 ft.
  Special Attacks: Improved grab, Leap, Psionics
  Special Qualities:Darkvision 60 ft., sleep immunity, 
  superior two-weapon fighting
  Saves:
  Fort +2, Ref +7, Will +6
  Abilities:
  Str 13, Dex 16, Con 12,
  Int 10, Wis 14, Cha 12
  Skills:
  Balance +7, Climb +7, Hide +11, 
  Jump +7, Sense Motive +6
  Feats:
  Deflect Arrows*, Exotic Weapon
  Proficiency (gythka)*, Exotic 
  Weapon Proficiency (chatkcha)* 
  Multiattack, Multidexterity, Two-
  Weapon Fighting*
  Climate/Terrain: Temperate or warm desert
  Organization:
  Solitary, or pack (5-10)
  Challenge Rating:6
  Treasure:
  None
  Alignment:
  Any
  Advancement:
  6–15 HD (Large)
  *Note: Thri-kreen receive these feats as bonus feats.
  Thri-kreen are Medium-sized intelligent insects
  referred to as “mantis warriors.” They prefer deserts and
  savannas, where they range widely in a nomadic hunt-
  ing lifestyle.
  A thri-kreen appears much like human-sized mantis.
  Of the six limbs protruding from their midsection, two
  are used for walking; the other four end in four-fingered
  hands. A sandy-yellow exoskeleton covers an adult thri-
  kreen. Two compound eyes, two antennae, and a compli-
  cated jaw structure give their heads a startling visage.
  Thri-kreen often wear harnesses, belts, and slings other
  equipment, but seldom wear other clothing or armor. 
  Thri-kreen are at home in open, arid landscapes where
  they can easily blend in with windblown dunes and
  bare rock. Thri-kreen are organized by packs—there
  are few or no permanent thri-kreen communities.
  Instead, packs range widely over their own territories,
  foraging and hunting for daily sustenance. Two or more
  packs may come together in order to join their strength
  against mutually hostile visitors.
  Thri-kreen speak a language made up of clicks and
  snaps of their mandibles, but most thri-kreen in packs
  located near humanoid civilizations also speak
  Common.
  Combat
  While hunting, thri-kreen utilize their chameleon psi-
  onic power to sneak up on potential prey. Thri-kreen
  close (and flee) combat more quickly than most of their
  foes due to both their 60 ft. speed and the Leap special
  ability. During a conflict, they always use displacement.
  Thri-kreen are natural masters of the gythka and
  chatkcha. The gythka is a double weapon, and a thri-
  kreen can attack with both ends of the weapon during
  the same round (as if attacking with a weapon in two
  hands) with no penalty. Despite their mastery of exotic
  weapons, their preferred method of combat is the use
  of their 4 claws, in combination with their improved
  grab  and poisoned bite.
  Sleep Immunity (Ex): Thri-kreen are immune to
  sleep psionics, magic, and effects. They do not sleep,
  but must enter a 4-hour resting state once per day,
  which provides them the benefits that 8 hours of sleep
  provide a human.
  Improved Grab (Ex): If the thri-kreen hits with a claw,
  it deals normal damage and attempts to start a grapple as
  a free action without provoking an attack of opportunity.
  The thri-kreen has the option to conduct the grapple
  normally, or simply use the part of its body it used in the
  improved grab to hold the opponent. The grapple check
  has a +2 bonus for each claw that hits. If it gets a hold and
  maintains it the next round, it automatically bites the
  foe. The bite deals normal damage and poison.
  Poison (Ex): Poison attacks deal initial damage to the
  opponent on a failed Fortitude save (DC 14); a second
  Fortitude saving throw must be made immediately (DC
  14). On a failed save, the victim is paralyzed for 10 min-
  utes. Thri-kreen secrete enough poison to bite once per
  day.
  Leap (Ex): Thri-kreen are natural jumpers. They gain
  a +30 competence bonus to all Jump checks and are not
  limited to maximum distances.
  Superior Two-Weapon Fighting (Ex): Thri-kreen do
  not suffer any attack or damage penalties for using
  
  10
  gythkas as double weapons, attacking with both ends as
  if wielding a weapon in either of two hands.
  Psionics (Sp): At will—chameleon and know direction;
  1/day—displacement, lesser metaphysical weapon. These
  abilities are as the powers manifested  by a 10th-level
  psion.
  Attack/Defense Modes (Sp): At will—mind thrust, ego
  whip/thought shield, empty mind.
  Thri-kreen Characters
  Thri-kreen characters’ favored class is psychic warrior.
  However, a few choose monk  and psion (primary disci-
  pline: Psychometabolism).
  Exotic Weapons—Melee
  Large
  Gythka*‡
  60 gp
  1d8/1d8
  _3
  —
  25 lb.
  Slashing
  Exotic Weapons—Ranged
  Medium
  Chatkcha
  1 gp1d8
  _3
  20 ft.
  3 lb.
  Piercing
  ‡
  Double weapon.
  Gythka: A gythka is a double weapon. It is a pole-arm
  with a blade at each end. You can fight with it as if
  fighting with two weapons, but if you do, you incur all
  the normal attack penalties associated with fighting
  with two weapons, as if you were wielding a one-
  handed weapon and a light weapon (see Attacking with
  Two Weapons, page 124 of the Player’s Handbook). A
  creature using a double weapon in one hand, such as an
  ogre using an orc double axe, can’t use it as a double
  weapon. Thri-kreen do not suffer any penalties when
  using the gythka as a double weapon.
  Chatkcha: A chatkcha is a crystalline throwing
  wedge. The wedges are quite heavy, and unwieldy in
  the hands of those not proficient with them.
  ABOUT THE AUTHOR
  Bruce R. Cordell synthesized DNA for a living until
  TSR offered him a salary to make stuff up. He aban-
  doned science for a game design position in October of
  1995. Since then, he's authored some 20 products,
  including Return to the Tomb of Horrors, Gates of Firestorm
  Peak, College of Wizardry,, Sahuagin Trilogy, The Illithiad,
  Illithid Trilogy, Dungeon Builder's Guidebook, Guide to the
  Ethereal Plane, Tangents, The Shattered Circle, Bastion of
  Faith, Return to White Plume Mountain, Killing Jar, The
  Psionics Handbook, and The Sunless Citadel.
  Bruce lives in Seattle with his wife Dee and four cats.
  He likes to read hard sci-fi and science news maga-
  zines/e-zines, as well as mainstream literature and
  selected fantasy novels. Check out his website at
  www.brucecordell.com.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/Web Enhancements/More Psionic Monsters.pdf