Hit Dice: 16d12+64 (168 hp)
Speed: 40 ft. (8 squares); fly 150 ft. (poor)
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +16/+20
Attack: Bite +20 melee (1d8+4)
Full Attack: Bite +20 melee (1d8+4) and 2 claws +15 melee (1d6+2) and 2 wings +15 melee (1d6+2) and tail slap +15 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, enslave, psionics
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunities (paralysis, sleep), low-light vision, power resistance 17, telepathy
Saves: Fort +14, Ref +11, Will +14
Abilities: Str 18, Dex 13, Con 19, Int 19, Wis 19, Cha 24
Skills: Bluff +26, Concentration +23, Diplomacy +30, Hide +20, Intimidate +9, Knowledge (psionics) +23, Listen +25, Move Silently +20, Search +23, Sense Motive +23, Spot +25
Feats: Ability Focus (breath weapon), Ability Focus (enslave), Alertness, Dodge, Improved Initiative, Psychoanalyst
Challenge Rating: 10
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 17-32 HD (Medium); 33-48 HD (Large)
Two rows of horns start at the glaring eyes of this winged reptilian quadruped and run down the neck and spine, where they merge together to form the tip of its tail. Purplish black, this creature's intent stare has a mesmerizing quality to it -- almost as though you could fall into the depths of its dark orbs.
Mind drakes, sages theorize, were created from the backlash of energy that was released when Sardior destroyed his thane Seradess. They believe the negative energy and hatred involved in the destructive act birthed these creatures.
Mind drakes are dark purple to black in color and are roughly the size of a pony, though their wings and tail make them appear larger. They have two rows of short horns that start at their eye sockets and run along either side of their backbone to the tip of their tail. Their scales are small and are more suitable for jewelry and decoration than armor or clothing.
These foul creatures have a disdain for most living things -- even each other. They spend enough time in the company of others of their kind only to reproduce. Their young must fend for themselves.
Mind drakes prefer to avoid direct combat. Instead, they rely on their psychic enslaved minions to hold off any intruders until they can position themselves for an ambush or make an escape. A typical lair will have 2-4 of these minions, though depending on the intentions of the drake, more may lurk within.
Breath Weapon (Su): The mind drake expels a 30-foot cone of gas that deals 2d4 points of temporary Charisma damage unless a Fortitude save (DC 24) is made. The mind drake can use its breath weapon every 1d4 rounds. The save DC is Constitution based.
Enslave (Sp): Three times a day, a mind drake can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 27 Will save or be affected as though by a dominate power (manifester level 16th). An enslaved creature obeys the mind drake's commands until freed by negate psionics, and it can attempt a new Will save every 24 hours to break free. The control is also broken if the mind drake dies or travels more than one mile from its slave. The save DC is Charisma-based.
Telepathy (Su): Mind dragons can communicate with any intelligent creature that can speak a language mentally.
Psionics (Sp): At will -- detect psionics; 3/day -- crisis of breath, detect thoughts, mindwipe; 1/day -- mind probe, ultrablast. Manifester level 16th; save DC 1d20+7 + power level.
Attack/Defense Modes: Mind thrust/mental barrier. A mind drake manifests powers and gains additional attack and defense modes as if it were a psion with Telepathy as its primary discipline.
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