Phrenic Spawn Creature (CR +2)

Sometimes when a phrenic scourge’s (see Psionic Bestiary by Dreamscarred Press) tendrils implant themselves within one of its victims, there is an eldritch mutation, and rather than becoming a larva, it becomes a parasitic aberration that assimilates other organisms and in turn imitates them. These imitations are so good that often times even the creature is not consciously aware that it is a phrenic spawn until its foes force it to reveal itself. Even the smallest part of these creatures can form an independent organism, if parts get chopped off it, these parts will grow new appendages and scuttle off. These are the phrenic spawn. Phrenic spawn creatures in their true from are inexplicably shaped to the point of defying description, with their body parts merging in unfathomable ways.

Creating a Phrenic Spawn Creature

“Phrenic Spawn” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A phrenic spawn creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Chaotic Evil

Size and Type: The creature’s type changes to aberration with the augmented subtype. Do not recalculate HD, base attack bonuses, saves, or skill points. Size is unchanged.

Defensive Abilities: Regeneration (equal to its Constitution modifier, fire), Split (slashing, half its unwounded hit point total), not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Immune poison, sleep effects, paralysis, polymorph, stunning.

Special Abilities: A phrenic spawn creature retains all the special abilities of the base creature, plus the special abilities as described below:

Horrific Evolution (Ex): If a phrenic spawn is forced to reveal itself, it transforms as an immediate action into a horrific abomination, with bizarre and alien forms of anatomy. For example, if being attacked by a weapon, it could allow the form of a large maw at the point being attacked and then bite the opponent (see attack forms). It is similar to the way an eidolon changes its form when its summoner has gained a level. The phrenic spawn’s horrific form gains a number of attacks equal to the maximum its eidolon form can possess and has a number of evolutions, as the evolution pool of an eidolon. Its functional eidolon level is equal to the phrenic spawn’s Challenge Rating (max 20).

Creatures who witness a spawn reveal its horrific form for the first time, or splits for the first time in an encounter, must make a Will save (DC 10 +1/2 the phrenic spawn’s HD + its Cha modifier) or be subject to a fear effect based on the phrenic spawn’s Challenge Rating (see below). If a subject makes its saving throw it is shaken for one round but is immune to that phrenic spawn’s (and its split replicas’) fear effects for 24 hours.

CR Fear Effect Duration
1-5 Shaken 1d4 + 1 rounds
6-10 Frightened 2d4 rounds
11-15 Panicked 2d6 rounds
16+ Cowered 2d8 rounds

Duplicate (Su): If a creature absorbs the body of a victim, or its split replica does, an exact duplicate of that creature comes into being, this process takes 10 minutes, and its victim must be dead or helpless. Foes often discover it during this period. The duplicate has all the powers, abilities, feats, memories, and skills of the original (including spellcasting, extraordinary, supernatural, and spell-like abilities, and also retains its weaknesses) though not its equipment. The ethos or the phrenic deity of evil and/or trickery will take over the granting of any divine spells or granted abilities. You effectively apply the phrenic spawn template to that creature.

This is treated as a polymorph disguise (including the +10 circumstance bonus to Disguise checks). This ability does not work on construct creatures; attempts to duplicate an undead creature cause it to become a living duplicate.

Abilities: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim checks, +2 to Strength and CMB checks, +2 to CMD), Con +4 (+2 hp per HD, +2 to Fortitude saves and any of the base creature’s Constitution-based DCs), Int +4 (add 2 bonus languages, add 2 skill points per HD, +2 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks, +2 to any of the base creature’s Intelligence-based DCs), Cha +6 (+3 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks, +3 to attempts to influence others, and Channel Energy DCs, +3 to any of the base creature’s Charisma-based DCs).

Skills: The base creature gains Bluff and Disguise as class skills, the bonus ranks usually gained from increased Intelligence are usually assigned to the Bluff and Disguise skills so it can maintain its facade.

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