Su-monster (CR 5)

Medium Magical Beast
Alignment: Chaotic Evil
Initiative: +4 (Dex); Senses: low-light vision and Spot +3


AC: 14 (+4 Dex), touch 14, flat-footed 10
Hit Dice: 5d10+5 (32 hp)
Fort +5, Ref +8, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +0
Attack: 4 claws +3, bite +0
Full Attack: 4 claws +3, bite +0
Damage: Claws 1d4, bite 2d4
Special Attacks/Actions: Mental attack
Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8
Special Qualities:
Feats: Multiattack; Multidexterity
Skills: Balance +9, Climb +5, Hide +7, Jump +3, Move Silently +8, and Spot +3
Advancement: -
Climate/Terrain: Any forest or jungle
Organization: Solitary or troop (2-12)
Treasure/Possessions: Standard

Source: Converted

Mental attack (Ex): By some bizarre turn of fate, su-monsters are latently psionic. This latency may manifest itself in a number of different ways, but usually provides them the ability to emit a stunning mental blast at foes. This attack has a short range of 30' (no range increments), and forms a cone-shaped wave of psionic energy, 2' at its start and 10' at its terminus. All caught within the wave must make a successful Will saving throw (DC variable with range) or suffer some ill effect. The tables below describe save DCs and possible attack results.

Su-monster Mental Attack Will Save DC
Target's Int + WisTarget Within 10'Target Within 20'Target Within 30'
0-5201918
6-9181716
10-13161514
14-17141312
18-21121110
22-251098
26-29876
30-33654
34-35432
36-37210
38+0-1-2
Su-monster Mental Attack Will Save DC Modifiers
SituationModifierSituationModifier
Wizard or sorcerer-1Panicked+1
Cleric or druid-2Enraged+1
Elf-2Confused+2
Mind blank spell-2Hopeless+3
Dwarf-4Stunned+3
Halfling-4Using mind-affecting spell or power+4
Helm of telepathy-4ESP and similar+5
InsaneInsane beings are immune to this attack
Su-monster Mental Attack Effects
Target Int + WisDeathComaSleepStunConfuseEnragePanicFeeble-mindPermanent InsanityTemporary InsanityMild Insanity
0-51-1718-1920--------
6-91-23-181920-------
10-1312-34-181920------
14-17-123-181920-----
18-21--12-34-181920----
22-25---12-34-181920---
26-29----12-34-181920--
30-33-----12-34-181920-
34-35------12-45-181920
36-37-------12-34-1819-20
38+--------12-34-20

Procedure: Sum the target's Intelligence and Wisdom scores, and cross-reference this on the first table with the distance away from the su-monster. This provides the DC of the Will saving throw to be made. If the save fails, roll 1d20, and cross-reference the result with the victim's summed Intelligence and Wisdom scores on the second table. For example, a victim with an Intelligence of 12 and a Wisdom of 15 standing 15' away from the su-monster requires a Will save at DC 7. If failed, a 1d20 roll of 16 indicates that the victim suffers panic as a result of the attack.

Su-monsters can only use this attack six times per day.

Su-monsters prefer to attack by hanging from their prehensile tails, bringing all four of their claws and their bite to bear against a foe.