Xenic

aberration · CR 2 · from Book of Beasts II · by Robert J. Hall
Xenic
StatisticValue
Size/TypeMedium Aberration
Hit Dice2d8+4 (13 hp)
Initiative+3
Speed40 ft. (8 squares)
Armor Class15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple+1/-1
AttackClaw +4 melee (1d4-2 plus daze)
Full Attack2 claws +4 melee (1d4-2 plus daze)
Space/Reach5 ft./5 ft.
Special AttacksPsionics
Special QualitiesDarkvision 60 ft., fast healing 2, spell resistance 8, mind sense
SavesFort +2, Ref +3, Will +4.
AbilitiesStr 7, Dex 17, Con 14, Int 6, Wis 12, Cha 19
SkillsClimb +3, Hide +4, Listen +2, Move Silently +9, Spot +2
FeatsWeapon Finesse
EnvironentCold hills
OrganizationSolitary, pair, or pack (5–10)
Challenge Rating2
TreasureNone
AlignmentNeutral evil
Advancement3–6 HD (Medium), 7–10 (Large)
Level Adjustment―

Description

This creature is shaped like a giant toadstool, with a wrinkled neck and a bundle of articulated limbs hanging from the underside. The crown is covered by a mottled golden hide. On the front of this crest are a pair of dark, unblinking eyes.

The large, oval head of this creature has a mushroom shape, with a pair of large, piercing black eyes, and a wrinkled neck extending down to a bundle of articulated limbs. The top of the head is a gold hue covered with large brown mottling that changes hue when the xenic is displaying strong emotions. Two triangular protrusions along the sides of the heads serve as cooling mechanisms, each having flapping vents for circulating air. The hide of a xenic is wrinkled and coarse, with a light stubble of bristly protrusions.

These creatures were bred by an ancient, long-extinct alien race to serve as a dangerous hunting animal for sport. The xenic evolved on a world with a thin atmosphere, and can readily tolerate high altitudes that would quickly exhaust a human. While the xenic have powerful minds, they lack the reasoning faculties of a sentient race. Instead their mental abilities are focused on their potent psionic abilities, which are used for hunting their prey.

Despite their predatory nature, the xenic are gregarious creatures similar in nature to wild felines. The female of the species hunt for food in a team while the sluggish but more potent males stay behind to protect their offspring. These creatures typically dwell in a cave or covered area high up a slope where they have an excellent view of the surroundings.

Combat

The xenic possess a limited form of telepathy that allows a pack to silently communicate simple messages over short distances. They work together as a team to close in on a prey, laying a trap that is sprung when one of the xenic advances to panic their target. When the prey approaches the remainder of the pack, their psionic abilities are used to daze and confuse the creature, allowing the killing strike. They are not particularly powerful creatures, and instead rely on speed and agility to bring down prey.

Daze (Sp): When the xenic physically contacts an opponent, it can attempt to cloud the mind of the creature so that it takes no actions. An opponent hit by a xenic's claw attack must succeed on a DC 15 Will save or be dazed for a round. The save DC is Charisma-based.

Psionics (Sp): At will―know direction, message, resistance. 3/day―cause fear (DC 15), feather fall, lesser confusion (DC 15). 1/day―slow (DC 17). Effective caster level 6th. Save DCs are Charisma-based.

Mind Sense (Sp): At will as a standard action, a xenic can detect the presence or absence of thoughts in an area as the detect thoughts spell used for a single round. Equivalent caster level 3rd.

Skills: Xenic have a +4 racial bonus on Climb and Move Silently checks.

Also in this section of the source

Animals

Many of these animals are drawn from past eras, and are suitable for use in a time travel or cliffhanger genre campaign.

All 820 monsters in the Netbook Bestiary