Gaj Mindhunter
Medium aberrant magical beast
Level 8 Elite Controller XP 1750

HP 172; Bloodied 86Initiative +5
AC 22, Fortitude 20, Reflex 18, Will 22Perception+6
Speed 6, burrow 3Darkvision, tremorsense 5
Saving Throws +2; Action Points 1

Traits

Warding Shell

The mindhunter gains a +2 bonus to all defenses against any creature marking it.

Standard Actions

Mandibles At-Will

Attack: Melee 1 (one creature); +13 vs. AC. While the mindhunter has a creature grabbed, it can use mandibles against the grabbed creature only.

Hit: 4d6 + 3 damage, and the mindhunter grabs the target.

Invasive Presence (psychic) At-Will

Attack: Ranged 10 (one or two creatures); +12 vs. Will

Hit: 4d6 + 5 psychic damage, and the mindhunter pushes the target 1 square.

Mind Wrench (charm, psychic) Recharge

Attack: Close burst 3 (one creature in the burst); +12 vs. Will

Hit: The target is dominated (save ends). Each time the target fails a saving throw against this effect, one creature grabbed by the mindhunter takes 2d6 psychic damage.

Minor Actions

Feathery Probe (psychic) At-Will (1/round)

Attack: Melee 1 (one creature grabbed by the mindhunter); +12 vs. Will

Hit: 1d10 + 5 psychic damage, and the target is dazed and takes ongoing 5 psychic damage (save ends both). If the target is already taking ongoing psychic damage, the ongoing damage increases by 5.

Triggered Actions

Force Wave (force) Recharge when the mindhunter hits with feathery probe

Trigger: The mindhunter is hit by a melee attack.

Attack (Immediate Reaction): Close burst 2 (enemies in the burst); +12 vs. Fortitude

Hit: The mindhunter pushes the target 3 squares, and the target takes a -2 penalty to attack rolls until the end of the mindhunter’s next turn.

Skills Bluff +14, Insight +11, Stealth +10
Str 17 (+7)                Dex 13 (+5)                Wis 15 (+6)
Con 14 (+6)                Int 11 (+4)                Cha 20 (+9)

Alignment Chaotic Evil        Languages telepathy 10

Published in Dark Sun Creature Catalog, page(s) 48, Dungeon Magazine 183.