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Cephylix Master

The Cephylix are cruel powerful entities from another realm. They recently have shown up in Ilysador and seem to take over abandoned settlements where they can continue their perverse experiments.  Cephylix use powerful psionic necrotics to create legions of servants to carry out their will.   Their powers of the mind are formidable and they can sense thoughts and twist your will. Their favorite pastimes is cultivating humanoids into their drones through dark psionic experimentation. 

Psion level 11  Telepath

Hit die: 11d6 (55hp)

Init: 5

Speed: 30

AC: 19 +2 Leather

(Dex +5, Leather +4, )

AC flat footed :14  AC Touch: 15

Base Attack/Grapple: 13/12

Attack: +12  Sickle 1d6-1 Crit(20-20)X2

Full attack: +10/5/0  Sickle 1d6-1

            +10  Sickle 1d6-1 Crit(20-20)X2

Space/Reach: 5/5

Special Attacks: (Sp)  at will  - daze, detect thoughts, mage hand, mage armor, 3x/day hold person, suggestion

Telepathy (su): Can telepathically communicate with any creature within 200’ that has language

Command Drudge (su): Can order drone, Death Jack or satyx as a dominate spell telepathically from 200’.

Special Qualities: Darkvision  120, Immune to mind effects, Sensitivity to  sunlight blinds for 1 round then dazzled, Evil Aura

SR22 DR 10/adamentium, ER  cold/fire 10

Saves: Fort +6, Ref +11, Will +14

Abilities: Str 9, Dex 20, Con 10, Int 24, Wis 15, Chr 21

Skills:  Bluff 26, Concentration 20, Diplomacy 29, Gather Information 25, Know (Psionics) 20, Perception 22, Psicraft 21, Sense Motive 22,

Languages: Any


Empower Power: Numeric effects are increased by one-half, cost +2pp,

Greater Psionic Endowment: +2 DC to power manifistation, expend focus,

Twin Power: Cost +6 can manifest two powers together, uses focus,

Agile: +2 Balance & Escape,

Alertness: +2 listen +2 spot, Deft Hands: +2 sleight of hand and rope use,

Evasion: No damage on reflex save,

Hostile Mind: If subject to a telepathy power DC 10+half level + CHR bonus or manifester takes  2d6 damage ,

Split Psionic Ray: targets must be within 30ft, +2pp, expend focus,

Two-Weapon Fighting: Get exra attack at -2 to all attacks,


Power Points 144

Level 1

Charm, Psionic


Far Hand(Psionic)

Force Screen

Description: The force screen provides a +4 shield bonus to Armor Class. +4 pp = +1AC

Sense Link(Psionic)

Description: You perceive what the subject creature perceives using its sight, hearing, taste, or smell. 1 Sence only. +2PP = subject can percive one of your sences +4PP = another sence

Level 2

Brain Lock

Description: dazed and cannot take psionic actions for the duration of the power

Energy Adaptation, Specified

Description: You gain resistance 10 against any attack that deals either acid, cold, electricity, fire, or sonic damage (Specify). Increases to 20 at 9th level, 30 at 13th, add 4 pp for immediate act

Energy Push

Description: 2d6 points of damage. one size category larger than you fails a Strength check pushes it back 5 feet plus another 5 feet for every 5 points of dam. +2PP = +1d6 +1DC

Inflict Pain

Description: The subject suffers wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty. +2PP = +1DC +1 target

Level 3

Dispel Psionics

Empathic Transfer, Hostile

Description: you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature

Energy Bolt

Description: energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. +1 PP = +2d6 dam +1 DC

Psionic Blast

Description: The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round. +2PP = + 1round

Level 4

Dimension Door, Psionic

Description: If you spend 6 additional power points, you can manifest this power as a move action.

Freedom of Movement


Description: You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. +2PP = +1 DC, +3PP = +1 neg level


Level 5  

Ectoplasmic Armour

Description: +10 AC (No armour)

Matter Rearrangement

Psychic Crush

Description: The target must make a Will save with a +4 bonus or collapse unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 3d6 points of damage. +1PP = +1d6 dam

Level 6

Cloud Mind, Mass

Description: You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind

Mass Suggestion