Pseudonatural Creature

Pseudonatural creatures dwell between the stars, beyond the planes as we know them, or nestled in far realms of insanity.

Creating A Pseudonatural Creature

“Pseudonatural” is a template that can be added to any corporeal creature (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

HD

A pseudonatural creature always has maximum hit points.

Speed

A pseudonatural creature’s speed doubles, for all movement types.

AC

Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.

Attack/Full Attack

A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.

Damage

Tentacle rakes from a pseudonatural creature deal damage equal to 2d8 + Str modifier.

Special Attacks

A pseudonatural creature retains all the special attacks of the base creature and also gains the following.

Constant Insight (Su)

The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex)

If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex)

Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Spell-Like Abilities

At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.

Hit Dice Electricity and
Acid Resistance
Damage
Reduction
Extra Tentacle
Rake Attacks
1-3 15 5/epic 1
4-7 20 5/epic 2
8-11 25 10/epic 3
12-15 30 10/epic 4
16-19 35 15/epic 5
21-24 40 15/epic 6
each 4 more HD +5 15/epic +1
Special Qualities

A pseudonatural creature retains all the special qualities of the base creature and also gains the following.

If the creature already has one or more of these special qualities, use the better value.

Alternate Form (Su)

At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

Saves

Same as the base creature.

Abilities

Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.

Skills

Same as the base creature.

Feats

Same as the base creature.

Climate/Terrain

Any land and underground.

Organization

Same as the base creature.

Challenge Rating

Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10

Treasure

Same as the base creature.

Alignment

Same as base creature.

Advancement

Same as the base creature.

Pseudonatural Troll

Size/Type: Large Outsider (Extraplanar)
Hit Dice: 6d8+66 (114 hp)
Initiative: +7 (Dex)
Speed: 60 ft.
Armor Class: 51 (-1 size, +7 Dex, +35 natural)
Base Attack/Grapple: +4/+40
Attack: Tentacle rake +35 melee (2d8+17)
Full Attack: 5 tentacle rakes +35 melee (2d8+17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constant insight, improved grab, rend 4d8+25, rotting constriction
Special Qualities: DR 5/epic, SR 30, acid and electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.
Saves: Fort +16, Ref +9, Will +8
Abilities: Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6
Skills: Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15
Feats: Alertness, Iron Will, Track
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 21
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Pseudotrolls speak Giant.

A pseudotroll’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Constant Insight (Su)

A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex)

If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex)

If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+25 points of damage, and can be used concurrently with its improved grab ability.

Rotting Constriction (Ex)

Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points.

Regeneration (Ex)

Fire and acid deal normal damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities

At will—blur, dimension door, shield, unhallow. Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.

Alternate Form (Su)

At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a pseudotroll in this alternate form.