Tulpa
A gray-skinned humanoid with oddly unremarkable features floats ponderously in mid-air.
Tulpas are constructed of ideas and imagination. Beings of pure thought (some theorize that they are made of the same mysterious substance as the Astral Plane), tulpas are made physical by a powerful mind that is either psychically attuned or has some amount of latent psychic power. The exact process that creates a tulpa is not well understood. Sometimes such beings come about after years of practice and meditation followed by an occult ritual. Other times they seem to appear spontaneously, often after their creators suffer traumatic experiences. More often than not, in these latter cases, the creators are children. Such a child witnesses something horrific or far too strange for her nascent imagination to comprehend, and ends up creating an imaginary friend to help her sort through the event and protect her from other potential dangers. While most of these imaginary friends are nothing more than figments of her mind, every so often they manifest as tulpas. Some such tulpas are noble creatures that protect the child who created them, but just as many are malicious entities that subtly torment the child or lead her astray. While a tulpa is a creature of thought created by the imagination of another being, it has a will and a mind of its own. This often leads to conflict between a tulpa and its creator. In order to protect itself from banishment or worse, a tulpa often attempts to compel others to think and concentrate on its existence. This allows the tulpa to create havens of other “creators” in case its original creator forgets about the tulpa or becomes incapacitated. Nonetheless, even a sadistic tulpa or a tulpa with an actively belligerent creator must protect its creator’s life in order to preserve its own existence.
Male human tulpa monk 5
LN Medium (augmented , human)
Init +7; Senses 60 ft.; Perception +11
DEFENSE
AC 19, touch 18, flat-footed 15 (+3 Dex, +1 dodge, +1 monk, +3 Wis, +1 natural)
hp 46 (5d8+20)
Fort +6, Ref +7, Will +7; +2 vs. enchantment, +4 vs. mind– affecting effects
Defensive Abilities evasion; disease
OFFENSE
Speed 40 ft.
Melee unarmed strike +9 (1d8+5) or flurry of blows +9/+9 (1d8+5)
Special Attacks flurry of blows, stunning fist (5/day, DC 15)
(CL 5th; concentration +5)
8 PE—burst of adrenaline (1 PE), burst of insight (1 PE), ego whip I (3 PE, DC 13), levitate (2 PE), paranoia (2 PE, DC 12)
STATISTICS
Str 20, Dex 16, Con 14, Int 10, Wis 17, Cha 8
Base Atk +3; +8; CMD 26
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +11, Bluff +0 (+8 vs. its creator), Diplomacy +0 (+8 vs. its creator), Intimidate +7 (+15 vs. its creator), Perception +11, Sense Motive +11 (+19 vs. its creator), Stealth +11
Racial Modifiers +8 Bluff, Diplomacy, Intimidate, and Sense Motive vs. its creator
Languages Common
SQ creator link, fast movement, high jump, ki pool (5 points, magic), maneuver training, mental form (DC 12), slow fall 20 ft., sustained by thought
ECOLOGY
Environment any
Organization solitary
Treasure NPC gear (amulet of natural armor +1, potion of cure moderate wounds, potion of fly, potion of invisibility)
SPECIAL ABILITIES
Creator Link (Su) A tulpa has a special link with its creator or a creature that it treats as its creator. By concentrating for 1 minute, the tulpa can sense the direction and relative distance of its creator, as long as they are both on the same plane. They also gain a +8 racial bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against their creators.
Mental Form (Su) A tulpa is capable of existing in an entirely mental state, ceasing to exist as a physical creature and taking refuge within its creator’s mind. The tulpa can attempt to enter this mental form as a full-round action that does not provoke attacks of opportunity as long as it is within 60 feet of its creator. The tulpa’s creator may attempt a Will save DC 12 to prevent it from entering the creator’s mind with this ability. If the creator succeeds at the saving throw, she cannot be affected by this ability for 24 hours. While in its mental form, the tulpa’s physical body ceases to exist, and it cannot be affected by attacks, spells, or other abilities. It perceives everything that its creator perceives (and is limited to the senses that its creator possesses, rather than using its own senses). While the tulpa is in its mental form, it is treated as though under the effects of a riding possession pell, although the effect lasts indefinitely, and the creator does not gain another saving throw if the tulpa casts a mind-affecting spell on the creator. The tulpa is also able to read its creator’s surface thoughts, as the detect thoughts spell, but the creator does not get a saving throw against this effect. The creator can attempt to force the tulpa out once per day with a new Will save. A tulpa that leaves its mental state appears in an unoccupied space of its choice within 60 feet of its creator.
Sustained by Thought (Su) Tulpas sustain themselves on and gain their power from the mental energy of living creatures concentrating on the tulpa itself. Tulpas do not heal or regain psychic energy naturally. Instead, whenever a living creature spends at least 10 minutes mentally picturing the tulpa, or interacting with it in some way, the tulpa heals 5 hit points and gains 1 point of psychic energy. A creature other than its creator can’t provide more than 5 hit points and 1 PE to the tulpa per day with this activity, but its creator can feed its tulpa indefinitely, granting 5 hit points and 1 PE for every 10 minutes she spends in this way, up to the tulpa’s maximum hit points and PE. A creature that regularly spends time mentally picturing or interacting with the tulpa may eventually forge a powerful link with the tulpa, and effectively be treated as though she is the tulpa’s creator (though this does not supplant the original creator or other creatures treated as the creator by use of this ability). A creature other than the creator that focuses on the tulpa enough to provide it with psychic energy each day for 7 consecutive days must succeed at a DC 20 Will saving throw or forge such a link. Even when killed, a tulpa is not truly banished as long as its original creator still lives. Most tulpas come back to their creator within a month of the tulpa’s physical death. If a tulpa’s original creator dies, so does the tulpa. The original creator can also get rid of a tulpa either by completing an occult quest, the details of which are specific to the creator and its tulpa, or by means of a wish or a miracle.
Creating a Tulpa
Challenge Rating: Base creature’s CR + 2.
Alignment: Tulpas can have any alignment, and their alignments vary wildly. An intentionally created tulpa’s creator can choose the tulpa’s alignment. Unintentionally created tulpas can be of any alignment, though in general an unintentionally created tulpa’s alignment is in opposition to that of the creature who created it. Tulpas often have alignments that are different from the base creature they resemble—they may manifest as a friendly red dragon, a nightmarishly evil unicorn, or a fun-loving prankster inevitable.
Type: The creature’s type changes to outsider with the augmented subtype. Do not recalculate the creature’s Hit Dice, BAB, or saves.
Defensive Abilities: As a being of mental energy, tulpas naturally resist mental attacks. It gains a +4 racial bonus on saving throws to resist mind-affecting effects.
Psychic Magic: A tulpa is able to use a limited amount of psychic magic, though only to affect itself or its creator. The tulpa can store a maximum amount of psychic energy equal to 3 + its Hit Dice. The tulpa can use burst of adrenaline (1 PE), burst of insight (1 PE), ego whip I (3 PE), levitate (2 PE), and paranoia (2 PE) as psychic magic spells. If the tulpa has at least 9 Hit Dice, it can also use create mindscape (5 PE), foster hatred (5 PE), mind probe (4 PE), and possession (5 PE). A tulpa’s caster level equals its Hit Dice.
Special Qualities: A tulpa gains the following special qualities.
Creator Link (Su): A tulpa has a special link with its creator or a creature that it treats as its creator. By concentrating for 1 minute, the tulpa can sense the direction and relative distance of its creator, as long as they are both on the same plane.
Mental Form (Su): A tulpa is capable of existing in an entirely mental state, ceasing to exist as a physical creature and taking refuge within its creator’s mind. The tulpa can attempt to enter this mental form as a full-round action that does not provoke attacks of opportunity as long as it is within 60 feet of its creator. The tulpa’s creator may attempt a Will save (DC = 10 + 1/2 the tulpa’s Hit Dice + the tulpa’s Intelligence modifier) to prevent it from entering the creator’s mind with this ability. If the creator succeeds at the saving throw, she cannot be affected by this ability for 24 hours. While in its mental form, the tulpa’s physical body ceases to exist, and it cannot be affected by attacks, spells, or other abilities. It perceives everything that its creator perceives (and is limited to the senses that its creator possesses, rather than using its own senses). While the tulpa is in its mental form, it is treated as though under the effects of a riding possession spell, although the effect lasts indefinitely, and the creator does not gain another saving throw if the tulpa casts a mind-affecting spell on the creator. The tulpa is also able to read its creator’s surface thoughts, as the detect thoughts spell, but the creator does not get a saving throw against this effect. The creator can attempt to force the tulpa out once per day with a new Will save. A tulpa that leaves its mental state appears in an unoccupied space of its choice within 60 feet of its creator.
Sustained by Thought (Su): Tulpas sustain themselves on and gain their power from the mental energy of living creatures concentrating on the tulpa itself. Tulpas do not heal or regain psychic energy naturally. Instead, whenever a living creature spends at least 10 minutes mentally picturing the tulpa, or interacting with it in some way, the tulpa heals 5 hit points and gains 1 point of psychic energy. A creature other than its creator can’t provide more than 5 hit points and 1 PE to the tulpa per day with this activity, but its creator can feed its tulpa indefinitely, granting 5 hit points and 1 PE for every 10 minutes she spends in this way, up to the tulpa’s maximum hit points and PE. A creature that regularly spends time mentally picturing or interacting with the tulpa may eventually forge a powerful link with the tulpa, and effectively be treated as though she is the tulpa’s creator (though this does not supplant the original creator or other creatures treated as the creator by use of this ability). A creature other than the creator that focuses on the tulpa enough to provide it with psychic energy each day for 7 consecutive days must succeed at a DC 20 Will saving throw or forge such a link. Even when killed, a tulpa is not truly banished as long as its original creator still lives. Most tulpas come back to their creator within a month of the tulpa’s physical death. If a tulpa’s original creator dies, so does the tulpa. The original creator can also get rid of a tulpa either by completing an occult quest, the details of which are specific to the creator and its tulpa, or by means of a wish or a miracle.
Skills: Tulpas know their creators’ minds extremely well and are adept at manipulating them. They gain a +8 racial bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against their creators.
Ability Scores: When a tulpa comes into being intentionally, its creator chooses two of the tulpa’s ability scores to increase by 4, and two of its ability scores to increase by 2. Otherwise, the ability scores increase randomly. Either way, the tulpa’s Intelligence score cannot exceed the Intelligence score of its creator, so if its Intelligence score would be higher than its creator’s, reduce its Intelligence to be the same as its creator’s instead (an unintentionally created tulpa already at maximum Intelligence never randomly gains an ability score increase to its Intelligence score).
Unfettered Eidolon
This bizarre amalgam of monstrous parts rampages forth, an eldritch rune seared upon its forehead.
An eidolon is usually tied to a summoner who forges an unbreakable link with a being not of his world, calling upon it and sending it back to its otherworldly home as he needs. When a summoner dies, this link is destroyed and the eidolon is banished back from whence it came. Occasionally, however, this link between eidolon and summoner is unnaturally severed, usually as a result of powerful magic or some bizarre death, freeing the eidolon upon the world. Few can predict what specific events might cause an eidolon to become unfettered, but those that do become stranded on a plane alien to them, released to act as they please. An eidolon that loses its link to its summoner loses its link to its home realm, and many unfettered eidolons go mad, the glowing runes that once represented their bonds burning painful scars onto their bodies. Unfettered eidolons are not quite as powerful as normal eidolons, but without their evolutions tied to their summoners’ whims, these bizarre and varied creatures continue to evolve and advance on their own.
CN Medium ()
Init +4; Senses 60 ft.; Perception +13
DEFENSE
AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
hp 85 (10d10+30)
Fort +7, Ref +11, Will +9
Defensive Abilities improved evasion
OFFENSE
Speed 20 ft., 20 ft., 40 ft. (good)
Melee bite +14 (1d6+3 plus 1d6 electricity), gore +14 (1d6+3 plus 1d6 electricity), tail slap +12 (1d6+1 plus 1d6 electricity)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
STATISTICS
Str 16, Dex 19, Con 14, Int 7, Wis 10, Cha 11
Base Atk +10; +13; CMD 27 (can’t be tripped)
Feats Combat Reflexes, Great Fortitude, Iron Will, Multiattack, Toughness, Weapon Finesse
Skills Bluff +13, Climb +11, Fly +16, Knowledge (planes) +6, Perception +13, Sense Motive +8, Stealth +12
Languages Common
SQ evolution points (bite, climb, energy attacks, flight [2], gore, improved evasion, improved natural armor [2], reach [bite], tail, tail slap)
ECOLOGY
Environment any
Organization solitary
Treasure standard
Creating an Unfettered Eidolon
Aquatic Base Form: Speed 20 ft., swim 40 ft.;
Saves: Fort (good), Ref (good), Will (bad);
Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11;
Starting Evolutions: bite, gills, improved natural armor, swim (2).
Biped Base Form: Speed 30 ft.;
Saves: Fort (good), Ref (bad), Will (good);
Ability Scores: Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11;
Starting Evolutions: arms, claws, legs.
Quadruped Base Form: Speed 40 ft.;
Saves: Fort (good), Ref (good), Will (bad);
Ability Scores: Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11;
Starting Evolutions: bite, legs (2).
Serpentine Base Form: Speed 20 ft., climb 20 ft.;
Saves: Fort (bad), Ref (good), Will (good);
Ability Scores: Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11;
Starting Evolutions: bite, climb, reach (bite), tail, tail slap.
An unfettered eidolon begins with 1 Hit Die, a +2 natural armor bonus, and the evasion ability. As an unfettered eidolon’s Hit Dice increase (see Evolution Points, below), it gains additional bonuses and abilities. At 2 Hit Dice, and every 3 HD thereafter, an unfettered eidolon’s base armor bonus increases by +2. This bonus may be split between an armor bonus and a natural armor bonus. Also at 2 Hit Dice, and every 3 HD thereafter, an unfettered eidolon adds +1 to both its Strength and Dexterity scores. At 5 Hit Dice, and every 4 HD thereafter, an unfettered eidolon adds +1 to any one of its ability scores. At 7 Hit Dice, an unfettered eidolon gains Multiattack as a bonus feat.
Evolution Points Unfettered eidolons have a number of evolution points (EP) you can use to purchase abilities and defenses in addition to those presented above. An unfettered eidolon starts with 8 EP, regardless of its base form. For each additional EP spent beyond 8, an unfettered eidolon’s Hit Dice increase by 1. An unfettered eidolon’s CR increases with its Hit Dice, as outlined on Table below.
Challenge Rating per HD | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CR | 1/2 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
HD | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 12 | 13 | 14 | 16 | 18 | 19 | 20 | 21 | 23 | 25 | 28 | 31 |
Arms (Ex, 2 EP): Grows an additional pair of arms and hands. The eidolon must have the Weapon Training evolution in order to use weapons.
Bite (Ex, 1 EP): Gains a bite attack (1d6 damage).
Burrow (Ex, 3 EP): Gains a burrow speed equal to 1/2 its base speed. The eidolon must have at least 7 Hit Dice to select this evolution.
Claw (Ex, 1 EP): Gains two claw attacks (1d4 damage). The eidolon must have arms or legs to take this evolution.
Climb (Ex, 1 EP): Gains a climb speed equal to its base speed. For each additional EP spent on this evolution, this speed increases by 20 feet.
Energy Attacks (Su, 2 EP): Choose one energy type (acid, cold, electricity, or fire). All of the eidolon’s natural attacks deal +1d6 points of damage of this energy type. The eidolon must have at least 4 Hit Dice to select this evolution.
Flight (Ex, 2 EP): Grows wings, gaining a fly speed equal to its base speed (good maneuverability). For each additional EP spent, the fly speed increases by 20 feet. The eidolon must have at least 4 Hit Dice to select this evolution.
Gills (Ex, 1 EP): Can breathe underwater indefinitely in addition to air.
Gore (Ex, 2 EP): Gains a gore attack (1d6 damage).
Huge (Ex, 6 EP): Grows to Huge size (adjusting its Strength, Constitution, Dexterity, natural armor bonus, and size modifier to attacks and AC as detailed below, and increasing the damage of all of its attacks as appropriate for its new size). If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). The eidolon must have the Large evolution and at least 10 Hit Dice to select this evolution.
Improved Evasion (Ex, 3 EP): Gains improved evasion.
Improved Natural Armor (Ex, 1 EP): Gains a +2 bonus to its natural armor. This evolution can be taken once if it has 3 or fewer Hit Dice, and one additional time for every 4 additional Hit Dice the eidolon has.
Large (Ex, 4 EP): Grows to Large size (adjusting its Strength, Constitution, Dexterity, natural armor bonus, and size modifier to attacks and AC as detailed below, and increasing the damage of all of its attacks as appropriate for its new size). If the eidolon has the biped base form, it also gains 10-foot reach. The eidolon must have at least 6 Hit Dice to select this evolution.
Legs (Ex, 2 EP): Grows an additional pair of legs. Each pair of legs increases the eidolon’s base speed by 10 feet.
Magical Flight (Su, 4 EP): Flies by means of magic, gaining a fly speed equal to its base speed (perfect maneuverability). For each additional EP spent, this speed increases by 20 feet. The eidolon must have at least 4 Hit Dice before selecting this evolution.
Reach (Ex, 1 EP): The reach of one of the eidolon’s attacks increases by 5 feet.
Resistance (Ex, 1 EP): Gains resistance 5 against one energy type (acid, cold, electricity, fire, or sonic).
Slam (Ex, 1 EP): Gains a slam attack (1d8 damage). The eidolon must have arms to take this evolution.
Sting (Ex, 1 EP): Gains a sting attack (1d4 damage). The eidolon must have a tail to take this evolution.
Swim (Ex, 1 EP): Gains a swim speed equal to its base speed. For each additional EP spent, this speed increases by 20 feet.
Tail (Ex, 1 EP): Grows a long, powerful tail, gaining a +2 racial bonus on Acrobatics checks made to balance on a surface.
Tail Slap (Ex, 1 EP): Gains a tail slap attack (1d6 damage). The eidolon must have a tail to take this evolution.
Weapon Training (Ex, 2 or 4 EP): Gains Simple Weapon Proficiency as a bonus feat. For 2 additional EP, it gains proficiency with all martial weapons as well.
Small Eidolons The standard eidolon starts as Medium-sized, but Small eidolons are also possible. Compared to a Medium eidolon, a Small eidolon gains +2 to its Dexterity, –4 to its Strength, and –2 to its Constitution. It also gains a +1 size bonus to its AC and on attack rolls, a –1 size penalty on its CMB and to its CMD score, and a +4 size bonus on Stealth skill checks. If it can fly, it gains a +2 size bonus on Fly skill checks. Reduce the damage of all of its attacks by one step.
Size | AC/Attack | CMB/CMD | Fly Skill | Stealth Skill |
---|---|---|---|---|
Small | +1 | –1 | +2 | +4 |
Medium | +0 | +0 | +0 | +0 |
Large | –1 | +1 | –2 | –4 |
Huge | –2 | +2 | –4 | –8 |