Psurlon, Elder (CR 8)
Alignment: Usually neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., darkvision 120 ft., and Listen +13
Languages: Undercommon, telepathy 250 ft.
AC: 17 (+3 Dex, +4 mage armor), touch 13, flat-footed 14
Hit Dice: 12d8+12 (66 hp); DR: 10/magic
Fort +5, Ref +7, Will +11
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +10
Attack: Claw +12 melee
Full Attack: 2 claws +12 melee and bite +10 melee
Damage: Claw 1d4+1, Bite 1d6
Special Attacks/Actions: Psionics
Abilities: Str 13, Dex 16, Con 12, Int 21, Wis 17, Cha 21
Special Qualities: immunities, SR 19
Feats: Combat Casting; Dodge; Improved Initiative; Multiattack; Weapon Finesse
Skills: Bluff +20, Concentration +16 (+20 casting defensively), Diplomacy +9, Disguise +5 (+7 acting in character), Escape Artist +17, Heal +13, Intimidate +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Listen +13, Sense Motive +18, Spellcrafr +17, and Use Rope +3 (+5 bindings)
Advancement: By class
Climate/Terrain: Warm desert
Organization: Solitary, pair, team (1 plus 3-6 average psurlons), cluster (1 plus 8-14 average psurlons), or strike team (1 plus 3-6 average psurlons and 1 giant psurlon)
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.
Elder psurlons use much the same tactics as average psurlons do, but they are more likely to direct the battle from the rear while their underlings bear the brunt of the fighting. They have a limited ability to compel and subvert their enemies' minds, and seek to do so early in an encounter.
Psionics (Sp): At will - detect thoughts (DC 17), mage armor, sound burst (DC 17), suggestion (DC 18); 3/day - dimension door, hold monster(DC 20), invisibility, telekinesis (DC 20); 1/day - chain lightning(DC 21), dominate person (DC 20), mass suggestion (DC 21). Caster level 12th. 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.