No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 120' (40')
—Fly: 45' (15')
Armor Class: 4
Hit Dice: 4
Attacks: 1 (bite or tail-lash)
Damage: 1d4 + drain, or 1d6
Save: L6
Morale: 8
Hoard Class: VI
XP: 520
Found in arid climates, psiwinders are 8' long, pinkish-brown serpents that glow with an unearthly blue radiance. They locomote by slithering across the sands, or by slowly levitating over the landscape. Their tails end in barbed rattles.
Not only do psiwinders possess vast mental powers, but they are also intangible, existing in a different vibrational state out of phase with reality. This makes them immune to all attacks except those from Mental Mutations, advanced-class firearms, and warp-field weaponry (in fact, they suffer double damage from warp-tech). Psiwinders blink in and out of corporeality only to strike with fangs or tail.
The creatures feed off of raw mental energy, and attack those with the highest WIL scores and/or largest number of Mental Mutations. Those bitten permanently lose 1d6 points of WIL, and anyone reaching a score of 2 or less enters a vegetative coma.
Movement: 120' (40')
—Fly: 45' (15')
Armor Class: 4
Hit Dice: 4
Attacks: 1 (bite or tail-lash)
Damage: 1d4 + drain, or 1d6
Save: L6
Morale: 8
Hoard Class: VI
XP: 520
Found in arid climates, psiwinders are 8' long, pinkish-brown serpents that glow with an unearthly blue radiance. They locomote by slithering across the sands, or by slowly levitating over the landscape. Their tails end in barbed rattles.
Not only do psiwinders possess vast mental powers, but they are also intangible, existing in a different vibrational state out of phase with reality. This makes them immune to all attacks except those from Mental Mutations, advanced-class firearms, and warp-field weaponry (in fact, they suffer double damage from warp-tech). Psiwinders blink in and out of corporeality only to strike with fangs or tail.
The creatures feed off of raw mental energy, and attack those with the highest WIL scores and/or largest number of Mental Mutations. Those bitten permanently lose 1d6 points of WIL, and anyone reaching a score of 2 or less enters a vegetative coma.