Medium Monstrous Humanoid (Extraplanar) Hit Dice: 4d8+4 (18 hp) Initiative: +2 (Dex) Speed: 30-ft. (20-ft. in psychomagnate plate) Armour Class: 19 (+2 Dex, -1 size, +2 natural armour, +6 psychomagnate plate), touch 11, flatfooted 17 Base Attack Bonus/Grapple: +4/+6 Attack: Two halberds +2 melee (1d10+2) Full Attack: Two halberds +2 melee (1d10+2) Space/Reach: 10-ft. /10-ft. Special Attacks: Energy Field Special Qualities: Spell-like abilities Saves: Fort +2, Ref +6, Will +4 Abilities: Str 14, Dex 15, Con 13, Int 13, Wis 10, Cha 12 Skills: Concentration +8, Knowledge (the planes) +5, Listen +5, Spot +7, Survival +4 Feats: Two-Weapon Fighting, Combat Expertise Climate/Terrain: Any astral Organisation: Solitary or Group (2-6) Challenge Rating: 4 Treasure: Standard Alignment: Any chaotic Advancement: By character class

This curious creature is humanoid in shape, but it has no head – its face is sunken into its chest. It is armoured in a crystalline shell, and wields a halberd in either hand.

Psychomagnates are not originally native to the Astral Plane, but they moved there en masse when their own plane slid into chaos centuries ago. They are a strong and intelligent race, but see most other humanoids as nothing but slaves and cannon fodder until they prove themselves. Their society is driven purely by merit; a psychomagnate who accomplishes nothing is often treated as a slave, while a human hero who completes a great task is honoured and respected as an equal.

The psychomagnate fighting style relies on trips and keeping the opponent down as much as possible. They have adapted this style to the Astral Plane by combining their attacks with their natural ability to manipulate energy fields.

Psychomagnates speak Common and Psychomagnate. Their favoured class is fighter.


Psychomagnates welcome combat, as it gives them a chance to prove their skills. They prefer single combat, and issue challenges and invitations to oneon- one duels when they can.

Energy Field (Su): Psychomagnates can project a glowing purple energy field around themselves. This field has a radius of 30 feet. The field acts like an entropic shield for all those inside the field. Furthermore, anyone trying to use the Astral Plane’s subjective gravity to move within the field must make a Will save (DC 13) – failure means the character cannot move this round using subjective gravity. If a psychomagnate trips a foe inside the energy field, the field deals an extra 1d6 points of electrical damage. Activating the field is a standard action, and it lasts for ten minutes.

Spell-like abilities: 3/day – bull’s strength, cat’s grace, magic missile. All are cast as if the psychomagnate was a 3rd level wizard. When the psychomagnate uses any of these spells, purple energy crackles around it.

Psychomagnate Plate

This crystalline armour has the following game statistics:

Cost Armour Bonus Maximum Dexterity Bonus Armour Check Penalty Arcane Spell Failure Chance Speed Weight 1,250 gp +6 +2 +0 15% 20-ft. 70 lb.