Thursday, 3 December 2020

Monster: Synesis

Monster: Synesis

I've been asked to convert some psychic monsters from Pathfinder's Occult Bestiary. The first one on
the list is synesis, the first of the aeons I had to convert, so this was quite difficult. The others should be easier, but there's no more psychic aeons.


Synesis [Occult Bestiary, page 3]

651 points
Attribute Modifiers: DX+2 [40]; IQ+2 [40]; HT+1 [10].
Secondary Characteristic Modifiers: HP+2 [4].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Ambidexterity [5]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Double-Jointed [15]; Extra-Flexible Arms [10]; Flight (Space Flight, +50%) [60]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Indomitable [15]; Injury Tolerance (Diffuse; No Eyes) [105]; Magic Resistance 2 (Improved, +150%) [10]; Unaging [15]; Vacuum Support [5].
    Cold Resistance [30]: DR 20 (Limited, Cold, -40%; Tough Skin, -40%) [20] + Immunity to Noxious Cold Effects [10].
    Envisaging [75]: Mind Reading (Magical, -10%) [27] + Telesend (Either/Or, Vague or Racial, -10%; Magical, -10%; Plane-Spanning, Racial Only, +80%) [48].
    Extension of All: Wild Talent 1 (Focused, Mental Skills, -20%; Game Time, +0%; Magical, -10%) [14].
    Cognitive Aura: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Alternative Enhancements (Advantage, Intuitive Aura, +140% or Advantage, Versatility Aura, +50%), +150%; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only when the target leaves the area, -30%) [52]. Notes: “Intuitive Aura” is Intuition (Magical, -10%) [14]. “Versatility Aura” is Versatile (Magical, -10%) [5].
    Unintuitive Reach [25]: DX+2 (Accessibility, Only when fighting IQ 6+ beings, -10%; Accessibility, Only for Feints, -30%; Magical, -10%) [20] + Stretching 1 (Accessibility, Only when fighting IQ 6+ beings, -10%; Magical, -10%) [5].
    Psychic Spell-Like Abilities (Alternative Abilities) [56]:
    Cognitive Block [44]; 
    Daze [30/5=6]; 
    Foolishness [30/5=6].
Disadvantages: Callous [-5]; Invertebrate [-20]; Low Empathy [-20]; Mute [-25]; No Sense of Humor [-10].
Features: No Legs (Aerial).
Notes: Height 6 ft., Weight 1 lb.
Creature Type: Outsider (Aeon).

Typical Stats

ST:

10

HP:

12

Speed:

5.75

DX:

12

Will:

12

Move:

11 air, 11 space

IQ:

12

Per:

12

 

 

HT:

11

FP:

11

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

20 (vs. cold)

    Punch (12): thrust 1d-3 crushing, Reach C.
    Envisaging: Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions (as per the Mind Reading advantage (p. B69)) regardless of having a common language or sapience, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. An aeon’s envisaging functions as a non-verbal form of telepathy that otherwise works as the Telesend advantage (p. B91). When communicating with others of their kind, the aeons can transmit more complex thoughts than simple psychic projections, and can even contact other aeons across the planar boundaries.
    Extension of All: Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Once per day, an aeon may attempt a roll against any mundane skill based on IQ, Perception, or Wil, using its score in the appropriate attribute. Default penalties are not applied, but situational and equipment modifiers apply normally, as do any modifiers for advantages or disadvantages. Tech level is irrelevant.
    Cognitive Aura (12): As a Ready maneuver, a synesis can bring up an aura that affects cognition of all sapient (IQ 6+) beings around it. All such beings within 32 yards of a synesis must roll a Quick Contest of Will with the synesis every second. If the victim fails, it gains either the Intuition advantage (p. B63) or the Versatile advantage (p. B96), chosen by the synesis when it activates the aura. This effect persists until the being remains in the area of effect and for margin of failure seconds after it leaves the area.
    Unintuitive Reach: A synesis can stretch its arms and body in unpredictable ways, but only when it would defy the expectations of others. When it is fighting IQ 6+ beings, its arms have Reach C-1, and it gains a +2 bonus to DX for the purpose of Feints against such opponents.
    Psychic Spell-Like Abilities (Alternative Abilities): 
    Cognitive Block (12); 
    Daze (12);
    Foolishness (12).


    Traits: 360° Vision (Panoptic I); Ambidexterity; Callous; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Extra-Flexible Arms; Flight (Space Flight); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Noxious Cold Effects; Indomitable; Injury Tolerance (Diffuse; No Eyes); Invertebrate; Low Empathy; Magic Resistance 2 (Improved); Mute; No Fine Manipulators; No Legs (Aerial); No Sense of Humor; Unaging; Vacuum Support.
    Skills: Expert Skill (Planology)-12; Psychology-14.
    Notes: Height 6 ft., Weight 1 lb.
    Creature Type: Outsider (Aeon).




No comments:

Post a Comment