3e SRD:Psionic Creatures
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“Psionic” is a template that can be added to any creature that does not already possess a psionic template (referred to hereafter as the “base creature”).
A psionic creature uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks: A psionic creature retains all the special attacks of the base creature and also gains the following, according to the base creature’s Hit Dice.
Psionic Powers (Sp): A psionic creature possesses the indicated number of psionic powers (see Table: The Psionic Template, below), which it can manifest at will. The power’s level can be no more than the creature’s Hit Dice + 2. Psionic creatures freely manifest their powers but do not need a minimum score in the key ability for a given discipline. They otherwise follow the standard rules for manifesting.
Psionic Attack/Defense Modes (Sp): A psionic creature possesses the indicated number of attack and defense modes from the five of each available (see Table: The Psionic Template, below). The creature does not pay power points to activate a psionic attack or defense mode but freely manifests it. Psionic creatures otherwise follow all the rules for psionic combat.
Power Resistance (Ex): A psionic creature may have power resistance (PR) as noted for its HD (see Table: The Psionic Template, below). Power resistance and spell resistance are equally effective against both magic and psionics.
Variant: Psionic creatures freely manifest each of their known powers and combat modes 3/day. Creatures may swap out usages of combat modes they know. Always use this variant for characters who play psionic monsters.
Special Qualities: A psionic creature retains all the special qualities of the base creature and also gains telepathy.
Telepathy (Su): The creature can communicate telepathically with any creature within 100 feet that has a language.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Up to 3 HD, as base creature +1.
4–7 HD, as base creature +2.
8–15 HD, as base creature +3.
16+ HD, as base creature +4.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Special Note: Creatures with more than one head usually possess the psionic powers of just one creature, not many.
|Hit Dice||Psionic Powers*||Attack Modes**||Defense Modes**||Power Resistance††|
|* Unique psionic creatures possess the number of powers noted in their entry when it differs from this value. Unique psionic creatures may also ignore normal restrictions to a known power’s level (see below).|
** Psionic creatures do gain psionic attack and defense modes as noted here, even though their entry does not mention these.
† Creatures of less than 15 HD never have mind blast unless the power is already in their entry, or they are related to creatures that have mind blast in their entry.
†† Psionic creatures have power resistance (PR) equal to their spell resistance (SR), if any. Those without spell resistance never gain power resistance, even if they have 13 or more Hit Dice.
Undead Psionic Creatures
Undead psionic creatures are rare. They can use psionic attack modes, but must also learn defense modes, since undead take ability damage from psionic attack modes.
An undead creature can use Psychokinesis powers, but it substitutes its Charisma ability score as the key modifier with these powers. An undead creature cannot use Psychometabolism powers, since it has no metabolism.
Undead are immune to mind-influencing effects, however psionic undead beings can still use mind-influencing powers on the living.
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