Dolgaunt Ardent 5
Male Dolgaunt Aberration 2/Ardent 5
CE Medium Aberration
Blindsight 360'; Listen +10, Spot +10
Common, Goblin, Undercommon
18 (+3 Dex, +5 Natural); Touch 13, Flat-Footed 15
43 (7 HD); DR 5/byeshk or magic
2 tentacles +7/+7 (1d3+3)
5 ft x 5 ft/10 ft
Vitality Drain, Pain and Suffering Mantle, Improved Trip
1st level -- disable
(5 pp, Will DC 19), force screen
(5 pp), mind thrust
(5 pp, Will DC 19), deceleration
(1 pp, Reflex DC 17)
2nd level -- concussion blast
(5 pp), recall agony
(5 pp, Will DC 19)
Force Mantle, Pain and Suffering Mantle, Mental Power Mantle
Str 16, Dex 16, Con 15, Int 14, Wis 22, Cha 14
Improved Initiative, Improved Trip, Narrow Mind, Psionic Meditation
Autohypnosis +9, Balance +10, Climb +10, Concentration +10, Hide +4, Jump +10, Knowledge (Dungeoneering) +4, Knowledge (Psionics) +4, Knowledge (Religion) +3, Knowledge (The Planes) +3, Listen +10, Move Silently +6, Psicraft +5, Spot +10
Amulet of Natural Armor +2, Boots of Striding and Springing, Headband of Wisdom +2
Vitality Drain (Ex) --
If a dolgaunt gets hold of an opponent, it can burrow into the flesh of its victim and draw out vital fluids using the tendrils that cover its skin. On a successful grapple check, the dolgaunt deals 1 point of Constitution damage in addition to normal damage. An injured dolgaunt recovers 2 hit points every time it successfully uses this ability.
Force Mantle --
While psionically focused, you gain a +1 deflection bonus to your Armor Class.
Pain and Suffering Mantle --
As an immediate action, you can expend your psionic focus to share the pain of the next melee attack that deals damage to you. The attacker takes damage equal to half the damage it deals you.
Mental Power Mantle --
For the purpose of determining bonus power points for the class that gives you this mantle, treat your Wisdom score as 2 points higher than its actual value.
Time Mantle --
You gain a +2 bonus on initiative checks. In addition , once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you from the delayed damage. you are subject to the damage as if you had taken it when the blow or effect was struck.