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Puppeteer

You notice a small, purplish slug at the base of the neck of the person in front of you. Only the slight pulse of the slug gives evidence that it is alive.

Puppeteer CR 1

XP 400
LE Fine magical beast (psionic)
Init +2; Senses blindsight 60 ft., Perception +7

DEFENSE

AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +5
Defensive Abilities hide mind, host protection

OFFENSE

Speed 5 ft.
Melee Bite -+5 (1d2-5)
Space ½ ft.; Reach 0 ft.
Special Attacks Enthrall

Psi-like Abilities (ML 1st)

3/daydetect psionics, mental barrier, empathic connection (Dc 13).

The save DCs are Charisma-based.

STATISTICS

Str 1, Dex 15, Con 11, Int 14, Wis 16, Cha 14
BAB +1; CMB -12; CMD -1
Feats Iron Will
Skills Bluff +3, Perception +7, Sense Motive +7, Stealth +22
Languages telepathy 20 ft.

SPECIAL ABILITIES

Enthrall (Ex)

If a puppeteer is in physical contact with a person it has charmed (the puppeteer establishes a physical hold by means of slender infiltrating tendrils), the subject acts as if dominated. (Puppeteers often seek to charm victims first and then “ask” to be picked up.) So long as the puppeteer remains in contact with the victim, the domination remains in effect, even if a check would normally indicate that the effect is broken.

Hide Mind (Su)

A puppeteer cannot be identified as psionic by divination spells or clairsentience powers.

Host Protection (Ex)

A puppeteer in control of a host is treated as an attended magic item for the purpose of making saving throws, even if the puppeteer is specifically targeted. A puppeteer that is attached to its host is treated as a creature in a grapple for the purpose of Striking at the puppeteer instead of the host (but the host is not considered grappled in turn).