Encounters: The Upperdark Wilds (Underground, Frontier)
Psurlon, Average (CR 5)
Alignment: Usually neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., darkvision 120 ft., and Listen +11
Languages: Undercommon, telepathy 250 ft.
AC: 16 (+2 Dex, +4 mage armor), touch 16, flat-footed 14
Hit Dice: 7d8+7 (38 hp); DR: DR 10/magic
Fort +3, Ref +4, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee (1d4+1) and bite +4 melee
Damage: Claw 1d4+1, bite 1d6
Special Attacks: Psionics
Abilities: Str 13, Dex 14, Con 12, Int 18, Wis 13, Cha 17
Special Qualities: immunities, SR 14
Feats: Combat Casting; Improved Initiative; Multiattack
Skills: Bluff +13, Concentration +11 (+15 casting defensively), Diplomacy +7, Disguise +3 (+5 acting in character), Escape Artist +11, Heal +6, Intimidate +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Listen +11, Sense Motive +6, Spellcraft +11, and Use Rope +2 (+4 bindings)
Advancement: 8-11 HD (Medium)
Climate/Terrain: Warm desert
Organization: Solitary, pair, team (3-6 plus 1 elder psurlon), cluster (8-14 plus 1 elder psurlon), or strike team (3-6 plus 1 elder psurlon and 1 giant psurlon)
Source: Lords of Madness
Psurlons never use melee weapons. They can fight with their bare claws and teeth, but they are not particularly formidable in melee combat. Instead, they attack with their psionic powers, bartering foes with telekinetic blasts or immobilizing them with mental energy.
Although they do nor relish combat, average psurlons are perfectly willing to attack an enemy if they feel they possess the advantages of position or surprise. They use invisibility to set up ambushes whenever possible.
In battle, psurlons make frequent use of their telekinesis ability, hurling their foes against nearby walls or into dangerous terrain, or pelting their enemies with heavy boulders if a foe is too heavy to fling. Average psurlons save their dimension door ability to escape from a battle they are in danger of losing.
Average psurlons have the ability to use mage armor at will, so the statistics above include mage armor in the psurlon's Armor Class.
Psionics (Sp): At will - detect thoughts (DC 15), mage armor; sound burst (DC 15); 3/day - hold monster (DC 18), invisibility, lightning bolt (DC 16), telekinesis (DC 18); 1/day - dimension door. Caster level 7th. The save DCs are Charisma-based.
Blindsight (Ex): A psurlon can ascertain its surroundings by sensing sound, scent, hear, and vibration. This ability enables it to discern objects and creatures within 60 feet. The psurlon does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Immunities (Ex): Psurlons are immune to sleep, charm, and compulsion effects.
Telepathy (Su): A psurlon can communicate telepathically with any creature within 250 feet that has a language.
Skills: Psurlons gain a +4 racial bonus on Escape Artist checks due to their soft and flexible bodies.