TEXT: Psionic Bestiary
  The Psionic Bestiary project began with a contest 
  started to find new authors interested in working on 
  psionic content, particularly on psionic monsters. 
  This bestiary is the culmination of that project.
  p y n - g o k  &  t ’ a r t y s
  Pyn-gok
  T’artys
  author: Dean Siemsen
  artist: Tsailanza Rayne
  Layout: Erik Nowak
  Editing: Shane O’Connor
  publisher: Jeremy Smith
  Based on the original roleplaying game rules designed by Gary 
  Gygax and Dave Arneson and inspired by the third edition of the 
  game designed by Monte Cook, Jonathan Tweet, Skip Williams, 
  Richard Baker, and Peter Adkison. 
  Psionic Bestiary requires the use of Psionics Unleashed:  
  Core Psionics System, © 2010 Dreamscarred Press. 
  See http://dreamscarredpress.com 
   for more information on Psionics Unleashed.
  product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered 
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  in the public domain are not included in this declaration.)
  open Content: Except for material designated as Product Identity 
  (see above), the game mechanics of this game product are Open 
  Game Content, as defined in the Open Gaming License version 
  1.0a Section 1(d). No portion of this work other than the material 
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  Compatibility with the Pathfinder Roleplaying Game requires the 
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  Psionic Bestiary is published by Dreamscarred Press under the Open 
  Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2012 Dreamscarred press
  
  2
  p s I o n I C  B E s t I a r y
  pyn-gok 
  Slightly taller than an elf, this regal avian humanoid 
  most closely resembles a peacock (down to its coloration 
  and large, fan-like tail). Although frail looking, it wields a 
  polearm with ease and grace.
  pyn-gok 
  Cr 3
  Ln Medium humanoid (pyn-gok)
  Init +2; senses low-light vision; Perception +3
  DEfEnsE
  aC 17, touch 12, flat-footed 15  
  (+2 Dex, +4 natural, +1 shield)
  hp 22 (4d8+4)
  fort +2, ref +6, Will +2
  Defensive abilities whirling polearm defense
  offEnsE
  speed 30 ft., fly 30 ft. (average)
  Melee halberd +6 (1d10+4/x3)
  ranged shuriken +5 (1d2+2)
  psi-Like abilities (ML 4th; concentration +6) 
  At will—id insinuation (1 creature, DC 14)
  statIstICs
  str 14, Dex 15, Con 13, Int 12, Wis 13, Cha 14
  Base atk +3; CMB +5; CMD 17
  feats Psionic Weapon, Weapon Focus 
  (halberd)
  skills Autohypnosis +5, Fly +13, Intimidate 
  +4, Perception +3; Racial Modifiers +4 Fly
  Languages Common, Pyn-Gok, Xeph
  ECoLogy
  Environment temperate forests
  organization solitary, pair, or patrol (3–9)
  treasure NPC gear (halberd, 5 shurikens, 
  other treasure)
  spECIaL aBILItIEs
  Whirling polearm Defense (Ex)  
  A pyn-gok is especially skilled at 
  wielding polearms, so much so, 
  that it gains a +1 shield bonus  
  to its armor class. If it uses  
  a full attack action to fight 
  defensively the shield bonus 
  increases to +2.  
  The secluded open-air cities of the pyn-gok (PIN-GOCK) 
  have a calm, contemplative aura about them. Though 
  fierce warriors when roused to battle, the pyn-gok 
  prefer the quiet serenity of meditation, and stimulating 
  exercises to keep mind and body healthy. Not surprisingly 
  their cities have several flocks or gatherings of peacocks 
  strutting about. Although they live in seclusion in the deep 
  jungles or rain forests, the pyn-gok are a cosmopolitan 
  people, valuing the arts and intellectual pursuits as 
  much as martial practices. Exceptional pyn-gok often 
  train in either monk or psychic warrior classes (choosing 
  the warrior’s paths of ascetic or weaponmaster almost 
  exclusively).
  A pyn-gok fights defensively as long as it is able, taking its 
  opponent’s measure, gauging its strengths and evaluating 
  its weaknesses. Once it has determined those factors it 
  strikes hard and fast; those vulnerable to mind-affecting 
  effects will be struck with its id insinuation 
  psi-like ability (it flairs out its colorful fan-
  like tail, in addition to the chime-like sound 
  of its auditory manifestation). Opponents 
  that have weak defenses will be struck with 
  a powerful halberd attack (augmented with 
  Psionic Weapon
  A pyn-gok will withdraw from a battle if it 
  is reduced to half its hit points, taking flight 
  if possible. 
  
  3
  D r E a M s C a r r E D  p r E s s
  t’artys
  The skin of this small humanoid has a pearlescent quality, 
  shimmering faintly in the light. 
  t’artys 
  Cr 5 
  Cn small fey (psionic) 
  Xp 1,600
  Init +8; Senses low-light vision; Perception +14
  DEfEnsE
  aC 20, touch 16, flat-footed 15  
  (+4 Dex, +1 dodge, +4 natural, +1 size) 
  hp 44 (8d6+16)
  fort +4, ref +10, Will +11
  Dr 5/cold iron; Immune mind-affecting effects; pr 16 
  offEnsE
  speed 30 ft.
  Melee masterwork kukri +10 (1d3+1/18–20 plus poison)
  special attacks discordant wave,  
  sneak attack +2d6 
  psi-Like abilities (ML 8th; concentration +11) 
  At will —ectoplasmic sheen (fallen targets 
  must make a DC 17 Strength check to 
  stand), entangling ectoplasm (DC 17, affects 
  a creature up to Gargantuan size)  
  3/day—concealing amorpha (can also affect 
  one adjacent creature), force screen  
  (+5 shield bonus), telepathic lash  
  (one humanoid up to 11 HD can be 
  affected, DC 17)
  spell-Like abilities (CL 8th; 
  concentration +11) 
  At will—dancing lights, ghost sound 
  (DC 13)
  statIstICs
  str 13, Dex 19, Con 14, Int 15, Wis 17, 
  Cha 17
  Base atk +4; CMB +4; CMD 18
  feats Ability Focus (discordant wave), 
  DodgeB, Improved Initiative, Iron 
  Will, MobilityB, Weapon Finesse  
  skills Acrobatics +15, Escape Artist 
  +15, Knowledge (arcana) +10, 
  Knowledge (planes) +10, Knowledge 
  (psionics) +10, Perception +14,  
  Stealth +19, Survival +11
  Languages Aklo, Common, Sylvan
  sQ poison use
  ECoLogy
  Environment any land
  organization solitary, pair, or gathering 
  (3–8)
  treasure standard (masterwork 
  kukri, blue whinnis poison  
  [4 doses], other treasure)
  spECIaL aBILItIEs
  Discordant Wave (su) As a standard action a t’artys can 
  produce a wave effect that spreads out to a radius of 30 
  feet, enveloping all targets within range. Humanoid 
  creatures within the radius that fail a DC 15 Will save 
  begin arguing and shouting with one another, making 
  communication difficult and casting spells or 
  manifesting powers next to impossible (affected 
  creatures must make a concentration check with a DC  
  of 20 + the spell or power level to cast spells or manifest 
  powers). The arguing and shouting lasts for 5 rounds, 
  during which time the t’artys is invisible. If any of the 
  affected humanoids within the discordant wave effect 
  are of different alignments, they must make a DC 15 
  Will save or see enemies in place of allies and attack 
  them. A successful Will save negates the illusion of 
  friends turning into foes, but the arguing continues  
  for the entire duration. Discordant wave is a mind-
  affecting enchantment effect.
   
   The t’artys (T-are-tis) is a psionic fey offshoot that 
  enjoys sowing dissention among the “big folk” of 
  various lands. They get perverse pleasure causing 
  strife and making friends into foes (if even for 
  a short time) as the bigger folk seem capable 
  of holding grudges over the smallest slights, 
  insults, or injuries. Woe betide the adventuring 
  party that wanders into t’artys lands, as these 
  fey will shadow and stalk them for hours and 
  strike when the time is best for them and 
  worst for the trespassers. Despite their love of 
  starting fights and sowing dissention, they are 
  still fey and enjoy pranks as well, although 
  their pranks tend to be a bit more deadly. A 
  t’artys won’t hesitate to use its psi-like or spell-
  like abilities to harass and annoy its victims, 
  like dancing lights and ghost sound to lead 
  them on a merry chase (and maybe into a 
  monster’s lair), or coating an area ahead 
  with ectoplasmic sheen (especially a sloping 
  path) and watch the chaos of stumbling and 
  skidding humanoids.
   Before they engage their foes they 
  prepare for a fight with concealing 
  amorpha and force screen (for concealment 
  and protection). During combat they use 
  entangling ectoplasm and telepathic lash. 
  Only when a t’artys is surrounded will it use 
  its discordant wave, enveloping as many 
  targets as possible. A t’artys uses the chaos 
  to either escape or to inflict damage with 
  its sneak attack, trusting its small size and 
  mobility to keep it safe from retribution. 
  
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  Psionic Bestiary, © 2012, Dreamscarred Press.
  
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