Alien Probe

**Type:** Construct

Some of the first explorations of Earth by the Fraal in the 20th century took place via remote control. Employing small, sophisticated, light constructs as probes, the Fraal surreptitiously collected data about Earth, its inhabitants, and its defenses.

An alien probe in flight looks like an erratically moving light in the sky or a hovering ball of fire. Because of its ability to become invisible at will, actual sightings are rare. The most famous sightings occurred during World War II, when several alien probes followed aircraft during missions, dodging in and out of air engagements. Pilots and crews who saw the probes over and over eventually developed a nickname for them: foo fighters.

Alien probes are also responsible for the phenomena known as crop circles. Using their psionic telekinesis ability, the probes sometimes carve patterns into fields as messages to the base ships that monitor them. Such symbols can have a variety of meanings, but they usually convey some sort of time-sensitive information about the locale that could not wait until the probe was due to return to base. The technique is quite similar to those that human hunters and trappers once used to convey information— marking trees and stones to tell others what kind of game or resources were available in an area. The difference is that the markings left by alien probes can be seen from extremely high altitudes.

Alien probes are highly intelligent, so they can operate with a high degree of autonomy. An individual probe can act on a staggeringly complex series of instructions for weeks at a time. In the rare cases when probes are spotted, they sometimes respond to attempts at communication, often by perfectly duplicating sequences of flashing lights.

An alien probe can move at mind-boggling speed, easily keeping pace with automobiles or even effortlessly tagging along with supersonic jet aircraft. It can also travel short distances through solid matter by some means as yet not understood by human science. (Probes frequently use this latter ability to carry out abductions on behalf of their creators.)

Alien probes are not designed to fight, though they can defend themselves adequately. If threatened, a probe typically uses its dimension door ability to flee. If unable to do so, it attacks with its shock attack or its psionic abilities.

**SPOILERS: GM Only Content Below! SPOILERS**
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CR: 5

**HD:** 6
**Advancement HD:** None

## Combat

HP: **38**
**HD:** 6d10  + 5
**Massive Damage:** -
Hit DC: **20**
     (Dex): +9
     Size: +1
**Touch DC:** 20
**Flat-Footed DC:** 11
BAB: **+4**
**Grapple:** +3
     (Str): -5
 General Stats
Initiative: **+9**
**Fight Space:** 5 ft. X 5 ft.
**Reach:** 5 ft.
Base: **5 ft.**
     **Run:** x1 (5 ft.)     **Fly:** 400 ft. (perfect)
**Light:** up to 3 lb.
**Medium:** 4-6 lb.

## Special Qualities

Actinic Light (Sp)
As an attack action, an alien probe can produce an extremely bright, blue-white light in a 60-foot cone. This light is not so much an attack form as a side effect of the means by which the creature gathers data. Nevertheless, exposure to the effect can cause mild discomfort or even harm to carbon-based life forms. Each creature within the area of the light takes 1d4 points of fire damage and is nauseated for 1d4 rounds; a successful Reflex save (DC 10 + 1/2 the alien probe’s Hit Dice + its Charisma modifier) halves the damage and negates the nauseating effect. A creature that fails the saving throw by 5 or more is also paralyzed until removed from the area. A creature that fails the save by 10 or more experiences such severe swelling of the flesh that it is blinded as well as paralyzed. The paralysis and blindness last for 2d4 days, or until the victim receives medical attention (Treat Injury DC 15).
Construct
An alien probe has the traits and immunities common to constructs.
Invisibility (Su)
As a free action, an alien probe can become invisible by shifting its light display to a wavelength beyond other creatures’ ability to perceive. This ability is usable at will, and the effect lasts until dismissed (also a free action).
Psionics (Sp)
At will—brain lock, daze, detect psionics, tailor memory, telekinesis. Manifester level 10th; save DC 10 + alien probe’s key ability modifier + power level.
Dimension Door (Sp)
As an attack action, an alien probe can psionically transfer itself plus up to 300 pounds of additional material and/or creatures up to 600 feet; creatures can resist with a successful Will save (DC 10 + 1/2 the alien probe’s Hit Dice + its Charisma modifier). The probe must be in physical contact with the materials or creatures that it wishes to transfer. This ability is usable at will.
Shock (Ex)
With a successful ranged touch attack, an alien probe can deal 2d6 points of electricity damage.
Supersonic Speed (Ex)
At will, an alien probe can shift into an accelerated mode of travel that exceeds supersonic speed. Its fly speed changes to 4,000 feet (good). It can maintain this increased speed for up to 6 hours per day, though it need not use the entire duration at once.

## Short Code

**Alien Probe:** CR 5; Small construct; HD 6d10+5; hp 38; Mas —; Init +9; Spd fly 400 ft. (perfect); Defense 20, touch 20, flat-footed 11 (+1 size, +9 Dex); BAB +4; Grap +3; Atk +14 ranged touch (2d6 electricity, shock); Full Atk +14 ranged touch (2d6 electricity, shock); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ actinic light (DC 14), construct, darkvision 60 ft., dimension door (DC 14), invisibility, psionics, shock, supersonic speed; AL creator; SV Fort +2, Ref +11, Will +5; AP 0; Rep +0; Str 1, Dex 28, Con —, Int 15, Wis 16, Cha 12. Skills: Listen +12, Spot +12. Feats: None. Advancement: None.