Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/-3
Attack: Slam +2 melee (1d3-2)
Full Attack: 2 slams +2 melee (1d3-2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Psi-like abilities, psionics, summon mentat
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., energy conversion, low-light vision, immunity to acid, cold, and petrification, tongues
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 6, Dex 10, Con 13, Int 15, Wis 11, Cha 10
Skills: Autohypnosis +9, Concentration +7, Intimidate +6, Knowledge (psionics) +10, Knowledge (the planes) +8
Feats: Autonomous, Favored Energy (any one)
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral or neutral
Advancement: 4-9 HD (Small); 10-28 HD (Medium)
Level Adjustment: —
Looking to be wreathed in flames, the slight creature’s form crackles as sparks flicker between its fingers. As it opens its mouth to speak, its breath fogs as if the nearby air was frigid, yet its voice seems to hum and vibrate as if a thousand voices joined as one.
Seemingly composed of the different variety of energies, the energy mentat stands roughly 3 feet tall and weighs around 40 pounds. The body of the energy mentat is typically covered in both flames and flickering sparks of electricity, although this appearance causes no physical pain when touched.
Energy mentats speak Celestial, Draconic, Infernal, and Abyssal. In addition, they are treated as being always under the effect of a tongues spell.
Combat
Embodiments of energy and psychokinesis, energy mentats will approach combat seeking to discover which of the different energy types is most effective. If cornered, an energy mentat will unleash with the energy powers at its disposal before seeking a safer environment.
Energy Conversion (Su): Once per day as a standard action, an energy mentat can activate energy conversion as a supernatural ability with an effective manifester level of 13.
Psi-like abilities: 3/day – energy ray; 1/day – energy missile (DC 12). Manifester level 3rd. The save DC is Charisma-based.
Psionics: Energy mentats can manifest powers as kineticists of a level equal to their hit dice. In addition, they have access to the Energy node.