Large Outsider (Chaotic, Extraplanar, Evil, Psionic)
Hit Dice: 14d8+96 (161 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 25 (-1 size, +16 natural), touch 9, flat-footed 25
Base Attack/Grapple: +14/+27
Attack: Slam +22 melee (3d6+9)
Full Attack: 2 slams +22 melee (3d6+9)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Cerebral plunge, psi-like abilities, summon, stunning presence
Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10
Saves: Fort +16, Ref +9, Will +9
Abilities: Str 28, Dex 10, Con 25, Int 10, Wis 10, Cha 15
Skills: Bluff +16, Concentration +24, Intimidate +18, Knowledge (the planes) +17, Listen +14, Psicraft +17, Spot +15
Feats: Ability Focus (cerebral plunge), Improved Initiative, Improved Natural Attack (slam), Power Attack, Psionic Fist
Environment: Any
Organization: Solitary, team (2–4), or squad (6–10)
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Chaotic evil
Advancement: 15–18 HD (Large); 19–34 HD (Huge)
Level Adjustment:

Three mouths open in the chest of the creature before you to reveal a flickering darkness in which a multitude of eyes float, all fixating on you. It is almost humanoid, but the creature lacks a head and its orange skin seems somehow wrong. It is not until you notice that the huge muscles underneath the skin seem to writhe and move on their own accord that you understand why. A humming rises and you realize it is the sound of the creature laughing.

Creatures of powerful psionic might and limitless appetite for suffering, the proseius dwells in the darker of the outer planes, seeking to corrupt any who would be so foolish as to journey into the dark and twisted areas in which they reside. Standing over 10 feet tall and weighing over 900 pounds, a proseius usually has orange skin, although some have been reported with purple or red flesh. The proseius is able to speak Abyssal, Common, and Draconic.


Although the proseius has a myriad of special abilities, it delights in physical combat and will choose to advance on an enemy as opposed to a more cerebral assault. If a proseius gets close enough that its stunning presence special ability takes hold, it will use that advantage to quite literally tear its opponent limb from limb. In addition, a proseius enjoys delivering its mind-numbing cerebral plunge to incapacitate foes. If a conflict appears too difficult to handle alone, the proseius will use its summoning ability to call another proseius to aid, although this can sometimes cause conflict as both proseiuses seek to get the kill. A proseius’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Cerebral Plunge (Su): As a swift action, a proseius is able to send an immense amount of psionic energy at a single target within 30 feet in a single, precise strike, disrupting thoughts and higher brain functions. If the target fails a DC 21 Will save, they are paralyzed for one minute, as their mind tries to recover from the shock. This effect is a mind-affecting effect. The save DC is Charisma-based.

Psi-like abilities: At will – claws of the beast, demoralize, dispel psionics, metaphysical claw; 3/day – prowess. Manifester level 14th. The save DCs are Charisma-based.

Stunning Presence (Su): The mere presence of a proseius is often enough to stop most people in their tracks. Any creatures that can see the proseius and is within 60 ft. must make a successful DC 19 Will save or be shaken until they are no longer within sight of the proseius. The save DC is Charisma based.

Summon (Psi): Once per day, a proseius can attempt to summon 4d10 blade or fear mentats with a 50% chance of success, or another proseius with a 35% chance of success. This ability is the equivalent of a 4th-level power.

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