Pseudonatural

Pseudonatural creatures come from weird, alien dimensions, or are creatures from the Material Plane that have been changed by weird, alien energies, perhaps the result of unwholesome rituals.

Pseudonatural creatures have the following shared characteristics:

  1. The base creature’s type changes to outsider.
  2. All pseudonatural creatures are Chaotic (Evil) in alignment.
  3. Pseudonatural creatures improve the base creature’s AC by 4.
  4. Pseudonatural creatures can regenerate. They can only be hit by +1 or better weapons and have magic resistance 25% and resistance to acid and electricity.
  5. Pseudonatural creatures can use the following spells at will: Blur, dimension door, shield, unhallow.
  6. At will, a pseudonatural creature can take the form of a grotesque, tentacled mass or another appropriately gruesome form. In this form, all of the base creature’s special abilities remain unchanged and those who see them must pass a Will saving throw or be affected per a fear spell.
  7. In pseudonatural form, the creature’s melee attacks are changed to tentacle attacks. Pseudonatural creatures have a minimum of four tentacle attacks, which deal 2d8 points of damage and constrict; constricted creatures lose 1 point of constitution per round from rotting.

Sample Pseudonatural Creature

Pseudonatural Black Dragon

Medium Outsider, Chaotic (CE), High Int.: HD 7; AC 17 [+1]; ATK 1 bite (1d8) and 2 claws (1d6) or 4 tentacles (2d8 + constrict + rotting); MV 120 (Fly 200, Swim 120); Save F7, R6, W8; XP 3500 (CL 9); Special: Magic resistance 25%, resistance to acid and electricity, water breathing, breath weapon (60‐ft. line of acid), spells (see above), cast spells as 3rd level sorcerer.

Pseudonatural Giant Crab

Medium Outsider, Chaotic (CE), High Int.: HD 3; AC 16 [+1]; ATK 2 pincers (1d6 + constrict) or 4 tentacles (2d8 + constrict + rotting); MV 30 (Swim 20); Save F12, R12, W15; XP 750 (CL 5); Special: Magic resistance 25%, resistance to acid and electricity, spells (see above).

Pseudonatural Goblin

Small Outsider, Chaotic (CE), Average Int.: HD 0; AC 13 [+1]; ATK 1 morningstar (1d6) or dart (20’/1d4) or 4 tentacles (2d8 + constrict + rot); MV 40; Save F14, R13, W13; XP 125 (CL 2); Special: Magic resistance 25%, resistance to acid and electricity, spells (see above).


License: B&T OGL

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