Kracken

Kracken, or more specifically Myst, is one of Johnathon's longest allies, having been with him since he attacked the elf kingdom. He was fought twice before, and is out for revenge in his home area.
Kracken is named that due to his pet, a pseudonatural Kraken, that he Fusions into, granting him excellent physical strength in addition to his mental strength. It is presumed that the beast was found in a time slip. This beast faced Billy in an enclosed area (the gate of Myst's Tower), and won easily.
Afterwords, Billy challenged Myst to a battle. This time was in an arena on Billy's plane. Again, Billy lost, this time receiving enough Stygian damage (psionic negative levels). His brain was nearly absorbed by Myst, but luckily Billy's stupidity made him look unsatisfactory. Myst sought to explore the area before the party arrived, and afterward he fusioned into the kraken.
The Kraken merely has 100 hit dice, and Myst has 8 racial hit dice, 82 levels in Psion, and 20 levels in Illithid Savant. 
Much like Lich, Kracken is fought on his own plane. This plane is covered in water, and has a very magnificent castle made out of a sand-like material. Billy now owns this plane.
=Myst=
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 48 Will save or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4thlevel spell.
Psionics (Sp): At will—charm monster (DC 33), detect thoughts (DC 31), levitate, plane shift, suggestion (DC 32). Effective caster level 8th. The save DCs are Charisma-based. 
Improved Grab (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Acquire Skill (Ex): At 1st level, an illithid savant can acquire one skill known by a creature whose brain he has consumed, chosen at the time of consumption. He permanently gains all of the creature’s ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if his new total is more ranks than the illithid savant’s current character level would normally allow. This skill becomes a
class skill for the illithid savant, and he may buy more ranks in the skill if the new ranks do not cause him to exceed his maximum ranks in the skill.
At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional skill from a brain.
Lore (Ex): At 1st level, an illithid savant gains the ability to make a special lore check twice per day to recall esoteric information from the brains of those he has consumed. Just as with a bardic knowledge check (see Chapter 3 of the Player’s Handbook for more on this ability and typical check DCs), the illithid savant adds his level in this prestige class and his Intelligence modifier as bonuses on any attempt to learn something unusual.
At 2nd, 5th, and 9th level, the illithid savant can make a special lore check two additional times per day.
Acquire Feat (Ex): At 2nd level, an illithid savant permanently acquires one of the feats of a consumed creature, provided he meets that feat’s prerequisites. At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional feat from a consumed brain. Quicken Spell, Maximize Spell, Automatic Quicken Spell (9)***, Improved Sneak Attack x5.
Acquire Class Feature (Ex): At 3rd level, an illithid savant permanently gains one class feature of a consumed brain’s owner, as a character of that creature’s level in that class. If the former character was a spellcaster, the illithid savant is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any
bonus spells provideded by the illithid savant’s ability scores. If the illithid savant already has spellcasting levels, these spells are in addition to those granted by the illithid savant’s spellcasting class levels. At 7th level and again at 10th level, the illithid savant can gain another class feature from a consumed brain.
Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.
Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. 
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.
Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.
Sneak Attack: +10d6.
Cleric Casting level 30.
Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.
Acquire Special Attack or Special Quality (Ex): At 5th level, the illithid savant permanently gains one special attack or special quality of a consumed brain’s owner. The chosen ability must not rely on a physical feature of the consumed creature, such as a gaze attack, a breath weapon, flight, or a
natural attack with an appendage not possessed by the mind flayer. If the ability allows a saving throw, the illithid savant uses his own ability score modifier to determine the DC.
At 9th level, the illithid savant can gain another special attack or special quality from a consumed brain.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting. Supernatural Effect (CL 110)
Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round. 
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. 
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. 
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. 
Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination). (Electricity - Hecatoncheires)
==Common Powers:==
-10 from Improved Metapsionics (Max is 82+3)
:Twin: +6
:Intensified: +12
:Empower: +2
*Hail of Crystals: base 9; Reflex 79 halves (20' radius burst). A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection). If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage. Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth. 
:Augment: For every additional power point you spend, this power’s damage from the explosion of the crystal increases by 1d4 points. (Max: 78d4; or (intensified) 608 or (Twin Intensified) 560x2)
*Reddopsi: Base 13; 820 mins; When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area and those that produce effects can’t be reversed. Reddopsi also can’t reverse any power with a range of touch. Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you. 
*Fate Link: Base 5; Will DC 77 negates. You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power’s save DC or gain two negative levels. No other effects are transferred by the fate link. 
:Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. (max: 115 DC)
*Fate of One: Base 13; Immediate Action. Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll. 
*Thieving Mindlink: Base 7; Will DC 78 negates. As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest). Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If that attack succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires. 
:Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. (Max: 115)
*Stygian Touch: Base 11; Fort DC 80; -1 level on touch (82 targets) (1 hour duration)
*Stygian Conflagration: Base 17; Fort 83 partial; 15' by 40' tall cylinder. 1D4 negative levels. 
:Augment +2 = +1 negative level. (max: 33d4 or (intensified) 256 levels or (Twin Intensified) 232x2)
*Ectoplasmic Shambler: Base 9; 82 mins; You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form. Creatures enveloped by the shambler, regardless of Armor Class, take 41 damage in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell inside the shambler. A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet. 
*Dispelling Buffer: Base 11; You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled. Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus). 
*Restore Extremity: base 9; Restore head, arm, tentacle, etc. 
*Hustle: base 5. Additional Move action. Swift action.
*Fusion: base 15; See major thing below
*Temporal Acceleration: Base 11; You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below. While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends. You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts. While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you. When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame. Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame). Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn. Augment: For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round. (Max; 18 rounds)
*Dispel Psionics: Base 5; like dispel magic (1d20+82); +1 augment for +2 CL
*Timeless Body: STANDARD. 1 round; 17 points; Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers. This power cannot be quickened. 
Always On:
:True Metabolism +10 hp/round
:Dispelling Buffer
:Psionic Mind Blank, 
:Stygian Touch (82+3 hits): -1 level on touch; fort, 
:Fusion
=Kraken=
COMBAT
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 100 hit points, and its arms have 50 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Improved Grab (Ex): To use this ability, the kraken must hit with a tentacle rake attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A kraken deals automatic tentacle rake damage with a successful grapple check.
Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. 1/day—control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.
Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. 
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. 
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. 
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. 
==FUSED BEAST==
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 48 Will save or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4thlevel spell.
Psionics (Sp): At will—charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16). Effective caster level 8th. The save DCs are Charisma-based. 
Improved Grab (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Acquire Skill (Ex): At 1st level, an illithid savant can acquire one skill known by a creature whose brain he has consumed, chosen at the time of consumption. He permanently gains all of the creature’s ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if his new total is more ranks than the illithid savant’s current character level would normally allow. This skill becomes a
class skill for the illithid savant, and he may buy more ranks in the skill if the new ranks do not cause him to exceed his maximum ranks in the skill.
At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional skill from a brain.
Lore (Ex): At 1st level, an illithid savant gains the ability to make a special lore check twice per day to recall esoteric information from the brains of those he has consumed. Just as with a bardic knowledge check (see Chapter 3 of the Player’s Handbook for more on this ability and typical check DCs), the illithid savant adds his level in this prestige class and his Intelligence modifier as bonuses on any attempt to learn something unusual.
At 2nd, 5th, and 9th level, the illithid savant can make a special lore check two additional times per day.
Acquire Feat (Ex): At 2nd level, an illithid savant permanently acquires one of the feats of a consumed creature, provided he meets that feat’s prerequisites. At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional feat from a consumed brain. Quicken Spell, Maximize Spell, Automatic Quicken Spell (9)***, Improved Sneak Attack x5.
Acquire Class Feature (Ex): At 3rd level, an illithid savant permanently gains one class feature of a consumed brain’s owner, as a character of that creature’s level in that class. If the former character was a spellcaster, the illithid savant is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any
bonus spells provideded by the illithid savant’s ability scores. If the illithid savant already has spellcasting levels, these spells are in addition to those granted by the illithid savant’s spellcasting class levels. At 7th level and again at 10th level, the illithid savant can gain another class feature from a consumed brain.
Improved Evasion (Ex): At 2nd level and higher, when subjected to an effect that allows a Reflex save for half damage, the void incarnate takes only half damage on a failed save (and no damage on a successful save, just as with evasion). Improved evasion can be used only if the void incarnate is wearing light armor or no armor.
Void Presence (Ex): Opponents of a void incarnate unconsciously ignore the void incarnate's presence starting at 3rd level. They are always treated as flat-footed to the void incarnate (and thus may not apply their Dexterity modifier to AC). This lasts until the void incarnate attacks the opponent, but resumes again at the start of the void incarnate's next turn. 
You can also use Bluff to create a diversion to hide as a move-equivalent action, rather than as a standard action.
This ability has an interesting side effect. Anyone attempting to use Gather Information or similar methods to learn about a void incarnate finds the task very difficult. Increase the DC of such tasks by 20 plus the target's void incarnate class level.
Mettle of Fortitude (Ex): Beginning at 4th level, if exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the void incarnate suffers no effect with a successful saving throw.
Sneak Attack: +10d6.
Cleric Casting level 30.
Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as an inflict wounds spell), the 6th-level void incarnate suffers no effect with a successful saving throw.
Acquire Special Attack or Special Quality (Ex): At 5th level, the illithid savant permanently gains one special attack or special quality of a consumed brain’s owner. The chosen ability must not rely on a physical feature of the consumed creature, such as a gaze attack, a breath weapon, flight, or a
natural attack with an appendage not possessed by the mind flayer. If the ability allows a saving throw, the illithid savant uses his own ability score modifier to determine the DC.
At 9th level, the illithid savant can gain another special attack or special quality from a consumed brain.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting. Supernatural Effect (CL 110)
Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round. 
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. 
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. 
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. 
Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination).
Improved Grab (Ex): To use this ability, the kraken must hit with a tentacle rake attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A kraken deals automatic tentacle rake damage with a successful grapple check.
Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. 1/day—control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.
Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. 
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. 
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. 
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 Consitution. At the same time, the creature regains 10 lost hit points. 
==Common Powers:==
-10 from Improved Metapsionics (Max is 82+3)
:Twin: +6
:Intensified: +12
:Empower: +2
*Hail of Crystals: base 9; Reflex 79 halves (20' radius burst). A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection). If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage. Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth. 
:Augment: For every additional power point you spend, this power’s damage from the explosion of the crystal increases by 1d4 points. (Max: 78d4; or (intensified) 608 or (Twin Intensified) 560x2)
*Reddopsi: Base 13; 820 mins; When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area and those that produce effects can’t be reversed. Reddopsi also can’t reverse any power with a range of touch. Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you. 
*Fate Link: Base 5; Will DC 77 negates. You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power’s save DC or gain two negative levels. No other effects are transferred by the fate link. 
:Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. (max: 115 DC)
*Fate of One: Base 13; Immediate Action. Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll. 
*Thieving Mindlink: Base 7; Will DC 78 negates. As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest). Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If that attack succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires. 
:Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. (Max: 115)
*Stygian Touch: Base 11; Fort DC 80; -1 level on touch (82 targets) (1 hour duration)
*Stygian Conflagration: Base 17; Fort 83 partial; 15' by 40' tall cylinder. 1D4 negative levels. 
:Augment +2 = +1 negative level. (max: 33d4 or (intensified) 256 levels or (Twin Intensified) 232x2)
*Ectoplasmic Shambler: Base 9; 82 mins; You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form. Creatures enveloped by the shambler, regardless of Armor Class, take 41 damage in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell inside the shambler. A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet. 
*Dispelling Buffer: Base 11; You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled. Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus). 
*Restore Extremity: base 9; Restore head, arm, tentacle, etc. 
*Hustle: base 5. Additional Move action. Swift action.
*Fusion: base 15; See major thing below
*Temporal Acceleration: Base 11; You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below. While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends. You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts. While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you. When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame. Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame). Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn. Augment: For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round. (Max; 18 rounds)
*Dispel Psionics: Base 5; like dispel magic (1d20+82); +1 augment for +2 CL
*Timeless Body: STANDARD. 1 round; 17 points; Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers. This power cannot be quickened. 
Always On:
:True Metabolism +10 hp/round
:Dispelling Buffer
:Psionic Mind Blank, 
:Stygian Touch (82+3 hits): -1 level on touch; fort, 
:Fusion
=*Rewards*=
*Belt of Constitution +12 Con 
*Gloves of Dexterity +12
*Headband of Intellect +12
*Ring Of Psychic Command: +6 Int, +4 vs. Power Resistance, +4 saves required
*Kraken's Gown: +25 Armor; Resists Sonic, Electricity, Fire, Cold attacks by 120, 
*Skin of the Epic Hero: +13 Deflection, +10 Saves, +10 attack Rolls
*Amulet of Natural Attacks: (+5 Ethereal Reaper, Wounding, Psychokinetic Blast (+3d4), Deadly precision (+2d6 sneak attack), +2d6 Piercing)
*Psicrown of the Crystal Mind: An elaborate crystalline psicrown etched with strange designs, this exceptional psicrown is so invested with power that it is considered an artifact. The power points in the Psicrown of the Crystal Mind can be used to manifest any of the following powers at manifester level 20th (or at the wearer’s manifester level if it is higher than 20th). 
**Burst
**Catfall 
**Concealing Amorpha, Greater 
**Concussion Blast 
**Daze, Psionic
**Detect Psionics
**Dominate, Psionic
**Far Hand
**Float
**Mindlink 
**Inertial Barrier
**Telekinetic Force 
**Telekinetic Maneuver
**Telekinetic Thrust 
**Teleport, Psionic
**Thicken Skin
**True Metabolism
:The wearer of the Psicrown of the Crystal Mind also gains power resistance equal to 10 + his manifester level. 
:The Psicrown of the Crystal Mind has 1,000 power points when discovered. Anyone who dons the crown instantly knows the number of power points it has at the current time. The crown recharges itself, gaining back 1 power point per day if it currently has fewer than 1,000 points. 
:As a special one-time use of the psicrown, the wearer can channel all the remaining charges in the psicrown into an uncontrolled burst of energy. The wearer triggers this use as a standard action. All within 20 feet of the wearer take hit points of damage equal to half the power points left in the staff (Reflex DC 18 half). The wearer inhabits a tiny eye of calm at the center of the destruction and is unharmed, but the psicrown is reduced to a burned-out cinder.
Category:Dungeons and Dragons