Small Outsider (Extraplanar, Psionic)
Hit Dice: 3d8 (13 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., low-light vision, immunity to acid, cold, and petrification, tongues
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 6, Dex 10, Con 10, Int 15, Wis 11, Cha 13
Skills: Bluff +7, Concentration +6, Diplomacy +9, Knowledge (psionics) +8, Psicraft +8
Feats: Iron Will, Psionic Endowment
Environment: Outer plane of their godmind
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic neutral
Advancement: 4-9 HD (Small); 10-28 HD (Medium)
Level Adjustment: —
Seeming to resemble a large child, the being before you has eyes that belie its appearance. There is no innocence within them, as if to say it already knows what you are thinking. Its disproportionately large head is not comical, but seems to give warning that this is a creature who understands exactly what is going on.
The mind mentat has a larger head than the other variety of mentats, what is construed as the physical manifestation of the stereotype that those who have telepathic powers have larger brains. Whether this assumption is true or simply an odd physical characteristic remains to be seen. Mind mentats stand just over 3 feet tall and weigh a meager 40 pounds. Their skin color ranges the typical humanoid flesh tones, and their hair is usually a red or brown hue.
Mind mentats speak Celestial, Draconic, Infernal, and Abyssal. In addition, they are treated as being always under the effect of a tongues spell.
Combat
As physical manifestations of the concept of telepathy, mind mentats prefer to utilize their telepathic abilities instead of engaging in combat using more mundane weapons. When possible, a mind mentat will seek to use confusion or misdirection as powerful weapons instead of engaging directly in conflict.
Psi-like abilities: At will – mindlink, 1/day – suggestion, psionic. Manifester level equal to hit dice. The save DCs are Charisma-based.
Psionics: Mind mentats can manifest powers as telepaths of a level equal to their hit dice. In addition, they have access to either the Mind node or the Secret node.