Su-Monster

A gaunt, red-pawed ape that drops from the branches on its tail to rake with all four limbs, guards its family with adrenaline-fueled fury, and loathes anyone with psionic talent.

Setting: Core Rules · Sources: Monstrous Manual

Appearance

This big gray simian stands 4 to 5 feet tall, heavy-boned and muscular yet always looking half-starved, ribs and spine pressing through the skin. Grimy gray fur covers it, except for a black face and long black prehensile tail. Each hand and foot has three thick clawed fingers plus a thumb, strong enough to let it dangle by one limb for hours. The paws are blood red, fitting for a beast that has usually just killed something, and its frequent toothy grin is a threat.

Combat

Packs of 1d12 perch on stout limbs over busy forest or jungle trails. When prey passes below they swing down, anchored by their tails, and rake with all four clawed limbs plus a bite. Victims of this ambush suffer -4 on surprise rolls.

Half the time (50%) the hunting party is an entire family, both parents with their two young. When the young are in danger, the female fights as if hasted (double movement and attacks) for up to 6 turns; if the female is threatened, the male does likewise for as long as 4 turns.

Psionically, a su-monster has enhancement and psionic sense, both free to use, with psionic sense never switched off. It attacks with psionic crush, mind thrust and psionic blast (three attack modes) and is immune to telepathic attacks. One in ten (10%) knows an extra psychometabolic science and two extra psychometabolic devotions. Under enhancement it may attack psionically and physically in the same round instead of doubling its physical attacks.

Habitat and Society

Two adults and two young make a family; several families form a clan. They are fiercely territorial and especially hate psionic beings. Legend says an evil wizard or priest bred them to keep intruders, psionic ones above all, out of his forest, and their talent as guards supports the tale. Some sages call them a magical cross of ape and humanoid. Many evil spellcasters still keep them as woodland sentries.

Ecology

A clan stashes its valuables in high tree hollows. Its meat is mildly toxic: anyone who eats it must save vs. poison or fall ill, with no natural healing for 1 week.

More: Monsters starting with S · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainDark areas/Wilderness and subterranean
FrequencyUncommon
OrganizationFamily/clan
Activity CycleDawn and Sunset
DietOmnivorous
IntelligenceAverage (8-10)
TreasureC,Y
AlignmentChaotic (evil)
No. Appearing1d12
Armor Class6
Movement9
Hit Dice5+5
THAC015
No. of Attacks5
Damage/Attack1d4/1d4/1d4/1d4/2d4
Special AttacksPsionic, ambush
Special DefensesPsionic
Magic ResistanceNil
SizeM (large ape)
MoraleAverage (8-10)
XP Value650

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
23/1/3(2/5)PsC,MT,PB/Nil= Int120

Psychometabolism - Sciences: nil; Devotion: enhancement.

Metapsionics - Sciences: nil; Devotion: psionic sense.

Telepathy - Science: psionic crush; Devotions: mind thrust, psionic blast.

There is a 10% chance that Su-monsters will have one more science and two more devotions in the psychometabolic discipline. Enhancement and Psionic Sense are used at no cost, and Psionic Sense is always on.