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    Phrenic Scourge

    A dark and tattered robe partly covers a humanoid body that appears to be formed entirely of squirming, writhing tendrils in hues of off-white, corpse-gray, and sickly purples and blues. Lengths of these tendrils hang from its sleeves as hands, while others make up a visage that cannot, in any sense of the word, be called a face. It steps forward with a shambling, yet somehow graceful, gait.

    Phrenic Scourge CR 8

    XP 4,800
    LE Medium aberration
    Init +3; Senses darkvision 60 ft.; Perception +14

    DEFENSE

    AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
    hp
     52 (8d8+16)
    Fort
     +4, Ref +5, Will +9
    DR
     10/piercing; SR 19

    OFFENSE

    Speed 30 ft., burrow 15 ft., climb 30 ft.
    Melee
     2 tendril clusters +9 (1d8 plus implant)
    Special Attacks
     sap will (20-ft. radius)
    Spell-Like Abilities
     (CL 8th, DC is Intelligence-based)

    At Willcharm monster (DC 18), deep slumber (DC 17), detect thoughts (DC 16), suggestion (DC 17), teleport

    STATISTICS

    Str 10, Dex 16, Con 14, Int 19, Wis 17, Cha 15
    Base Atk
     +6; CMB +6; CMD 20
    Feats Dodge, Mobility, Toughness, Weapon Finesse
    Skills Climb +19, Escape Artist +14, Diplomacy +10, Intimidate +13, Knowledge (arcana) +15, Perception +14, Sense Motive +11, Stealth +14
    Languages Alko, Undercommon; telepathy 100 ft.

    SPECIAL ABILITIES

    Compress (Ex)

    Although they normally stand as humanoids, phrenic scourges are not bound to that form. By shifting and relaxing their tendrils, they can flatten themselves into a mass of writhing limbs no thicker than a snake. As a full-round action, a phrenic scourge can pass through a space as narrow as two or three inches in one dimension, as long as it’s at least a foot or more in the other dimension.

    Implant (Ex)

    The tips of a phrenic scourge’s tendrils constantly die and regrow, much like a human’s fingernails. In any round in which the scourge successfully strikes the same victim with both tendril attacks, the tip of a tendril breaks off in the flesh and begins to burrow, unless the victim succeeds on a DC 16 Fortitude save. The larva burrows through the host, following its nervous system until it reaches the brain. This takes 1d4+1 rounds, causing 2d4 points of damage per round. When the larvae reaches the brain, the subject dies instantly. At any point in this process, the larvae can be destroyed with remove disease or heal. The save DC is Constitution-based.

    Sap Will (Sp)

    This psionic attack manifests as a 20-ft. radius sphere, which the scourge can center anywhere within 30 ft. Anyone caught in this sphere must succeed on a DC 18 Will save or lose the will to act for 3d4 rounds. They may defend themselves if attacked, but may not initiate any action. Phrenic scourge are immune to this ability. This ability is the equivalent of a 4th-level spell. The save DC is Intelligence-based.

    Editor's Notes

    Hit Points fail to account for the toughness feat.  Hp should be:

    hp:  60 (8d8+24)

    Gm's are encouraged to use this amount.


    Lore

    Characters with ranks in Knowledge (dungeoneering) can learn more about a phrenic scourge. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (dungeoneering)

    DC Result
    13 Phrenic scourges are often confused with other cepholodia creatures, like decapus and possessor, but no actual relationship exists between these species.
    18
    Phrenic scourge powers seem to be generated by mental energy that some sages call psionics.

    23
    Phrenic scourges often have thralls of other underground races to do their menial grunt work.

    28 Though the psionic powers of the phrenic scourge are impressive, their ability to sap the will to fight from opponents makes them far more dangerous.