Psychonaut

From Garamondia’s Optical Dungeon

Immaterial psychic beings traveling the physical word in porcelain suits. A curious walking psychic apocalypse. Lonely, curious, insane. Disposition of an astronaut on an alien world. A medium horror.

Something with disturbingly human proportions that crawled up from the centre of the earth centuries ago. It is encased head-to-toe in delicate, pale, ceramic armour.



 
Hit Points: 9 Armor: 3
Hit it: normal Dodge it: hard
Move: slow Size: medium
→ How to read monster stats

The psychonaut is protected by a completely sealed armor. While the armor is intact, the psychonaut is immune to damage. Instead, every time it is hit, its armor chips and is reduced by 1 and is destroyed if it reaches 0.

While the armor is broken, the psychonaut is immune to physical damage, but loses 1D4 HP per round.

The psychonaut projects a terrible aura that stuns every living creature within 30’ of it. A creature can make a strength save at the beginning of its turn to be dazed this turn instead.

Attacks (1/round)

Psychic Crush. Every creature in the psychonaut’s aura takes 1D8 mind damage.



Encounter

Number : 1 Lair : A porcelain vault Desire : Explore the physical world.

What it is doing.


Study It (1D6 Mutations)

If you have disected or conversed with this horror, you can spend the equivalent of 4 bags of gold to feverishly study the thing between two adventures and discover weird knowledge beyond reality. If you do so, your studies of the aberration will change you in horrible, gruesome ways : Roll 1D6 for each gold cost spent this way.

  1. … halve your Dexterity. You can cast Astral Projection at will with 1 SD.
  2. … halve your Strength. You can cast Telekinetic Burst at will with 1 SD.
  3. … Halve your Will. You can cast Brain Burst at will with 1 SD.
  4. … a crown of eyes grow around your head. You can no longer be surprised.
  5. … you lose your facial features. You are blind but can detect thoughts.
  6. roll twice.
Written on November 14, 2020