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Udoroot click to see monster

Size/Type: Huge Plant (Psionic)


Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 11 (-2 size, -5 Dex, +8 natural), touch 3, flat-footed 11
Base Attack/Grapple: +4/—
Attack: —
Full Attack: —
Space/Reach: 15 ft./0 ft.
Special Attacks: Double manifest, psi-like abilities
Special Qualities: Blindsight 60 ft., immunity to electricity, plant traits,
resistance to cold 10 and fire 10
Saves: Fort +8, Ref +4, Will +5
Abilities: Str Ø, Dex Ø, Con 16, Int 4, Wis 13, Cha 14
Skills: Listen +10
Feats: Iron Will, Lightning Reflexes
Environment: Temperate forest
Organization: Solitary or patch (2-4)
Challenge Rating: 5
Treasure: 1/5 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan)
Level Adjustment: —
Combat

An udoroot can be killed only if its root is dug up or exposed, then burned, hacked
apart, or otherwise destroyed. Severing or destroying all six crowns puts the plant
out of commission, allowing excavation of the helpless root. The crowns are Medium
objects with a hardness of 5 and 7 hit points. To sever a crown, an opponent must
use the sunder action. The crowns can also be affected by spells or effects that
affect an area or targeted by spells that affect an individual target.

An udoroot takes no damage from having a crown severed or destroyed. A severed


crown dies and can no longer be used to attack, but the udoroot takes no other
penalties. As long as the root system remains intact, the crown regrows in about a
month.
Double Manifest (Ex)

An udoroot senses its surroundings and manifests its psi-like abilities through its
crowns. It can manifest two psi-like abilities per round, as long as it has at
least two crowns remaining.
Psi-Like Abilities

At will—energy stun (electricity, 2d6, DC 15*), false sensory input (DC 15), id
insinuation (two targets, DC 15*), mind thrust (ML 4th, 4d10, DC 14*), telekinetic
force (275 lb., DC 15*), thought shield (power resistance 16*); 3/day—astral
construct (3rd level*), body adjustment, mental barrier.

Manifester level 6th. The save DCs are Charisma-based.

An udoroot can use its body adjustment power to repair damage to one of its crowns,
as long as the crown has not been severed or destroyed.

*Includes augmentation for the udoroot’s manifester level.


Blindsight (Ex)

An udoroot can ascertain all foes by nonvisual means within 60 feet. If its crowns
are destroyed, it can no longer perceive its surroundings.
Plant Traits

An udoroot is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-


affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
It is not subject to critical hits.

Unbodied click to see monster


Size/Type: Medium Monstrous Humanoid (Incorporeal, Psionic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 13 (+1 Dex, +2 deflection), touch 13, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +5 melee (1d6)
Full Attack: Incorporeal touch +5 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionic powers, telekinetic force
Special Qualities: Assume likeness, incorporeal traits, telepathy 100 ft.
Saves: Fort +2, Ref +5, Will +6
Abilities: Str Ø, Dex 13, Con 12, Int 15, Wis 14, Cha 15
Skills: Bluff +10*, Diplomacy +6, Disguise +10*, Intimidate +6,
Listen +6, Sense Motive +6, Spot +6
Feats: Overchannel, Wild Talent
Environment: Any
Organization: Solitary or illumination (3-6)
Challenge Rating: 5
Treasure: Half standard
Alignment: Any
Advancement: By character class
Level Adjustment: +4

An unbodied uses telepathy to communicate with others.


Combat
Psionic Powers

An unbodied manifests powers as a 4th-level psion (telepath). The save DCs are
Intelligence-based.

Typical Psion Powers Known (power points 21, base save DC 12 + power level): 1st—
detect psionics, empty mind, mind thrust (DC 13*), psionic charm (DC 13*); 2nd—
brain lock (DC 14), cloud mind (DC 14), energy push (DC 14), read thoughts (DC 14).

*Power can be augmented.


Telekinetic Force (Su)

An unbodied can use telekinetic force (DC 15) as a standard action that does not
provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-
based.
Assume Likeness (Su)

An unbodied can assume the likeness of any Small, Medium, or Large creature as a
standard action that does not provoke attacks of opportunity. Its abilities do not
change, but it appears to be that creature, relying on its Bluff and Disguise
skills to deflect suspicion.
Hide Mind (Su)

An unbodied cannot be identified as psionic by divination spells or clairsentience


powers.
Incorporeal Traits

An unbodied is harmed only by other incorporeal creatures, magic weapons, powers,


spells, spell-like abilities, and supernatural abilities. It has a 50% chance to
ignore any damage from a corporeal source, except for force effects or attacks made
with ghost touch weapons. It can pass through solid objects, but not force effects,
at will. Its attacks ignore natural armor, armor, and shields, but deflection
bonuses and force effects work normally against them. An incorporeal creature
always moves silently and cannot be heard with Listen checks if it doesn’t wish to
be.
Skills

An unbodied has a +4 racial bonus on Bluff and Disguise checks. *When using its
assume likeness ability, an unbodied gets an additional +10 circumstance bonus on
Disguise checks. If it can read an opponent’s mind, it gets a further +4
circumstance bonus on Bluff and Disguise checks.
Unbodied As Characters

Unbodied characters possess the following racial traits.

+2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. As an


incorporeal creature, an unbodied has no Strength score.
Medium size.
An unbodied has a fly speed of 30 feet (good maneuverability).
Darkvision out to 60 feet.
Deflection bonus to Armor Class equal to character’s Charisma modifier (minimum
+1).
Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of
damage.
Special Attacks (see above): Psionic powers, telekinetic force. An unbodied who
takes levels in psion (telepath) adds its racial manifesting ability and psion
levels together to determine its power point reserve, manifester level, and powers
known.
Special Qualities (see above): Assume likeness, incorporeal traits.
Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid,
which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw
bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: An unbodied’s monstrous humanoid levels give it skill points
equal to 7 × (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise,
Intimidate, Listen, Sense Motive, and Spot. Unbodied have a +4 racial bonus on
Bluff checks and Disguise checks. When using its assume likeness ability, an
unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can
read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and
Disguise checks.
Racial Feats: An unbodied’s monstrous humanoid levels give it two feats.
Favored Class: Psion (telepath).
Level Adjustment: +4.

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