Deep Screamer

Deep Screamer

Large super-sentient crystalline (8d6)Β 
STR 15 (5d6) AGI 4 (2d6) END 4 (2d6)INT 20 (5d6) LOG 20 (5d6) WIL 4 (2d6)Β CHA 4 (2d6) LUC 5 (2d6) REP 5 (2d6)SUP 5 (2d6)
MELEE DEFENCE 22RANGED DEFENCE 20MENTAL DEFENCE 32VITAL DEFENCE 26
HEALTH 48SOAK 8 (+5 vs. heat); VULN 1d6 (sonic)IMMUNE none
INITIATIVE 6d6PERCEPTION 6d6 super-sentientFLY 8; CLIMB -; JUMP -CARRY 160lb (max lift 200lb)
REACH 5-ftACTIONS 2
πŸ…‘ Static slash 6d6 ranged (3d6 electricity damage; range 12)πŸ…ž Mind scream 6d6 mental (2d6 psionic damage; range 12; burst 6)πŸ…ž Enthrall 6d6 mental (range 6; charmed)
Skills telepathy 10 (4d6)Gear -

──────────

Crystalline. Crystalline creatures are resistant to heat damage (SOAK 5 heat), but vulnerable (1d6) to sonic damage due to their brittle nature. They are immune to the Bleeding condition.
Super-sentient. Generally with LOG and INT attributes of 20 or more, these creatures are suprageniuses far beyond even the greatest of humans. Super-sentient creatures automatically have the power of truesight, which enables them to see through illusions, invisibility, and disguises. They can also see in the dark, and through obscuring effects like smoke, although not through cover. Additionally, super-sentient creatures can automatically speak and understand any language.
Leadership. The deep screamer has a dice pool equal to its MDP to donate to its allies; it must declare this before any dice are rolled.Β 
Enthrall. The deep screamer can enthrall a creature within 30' by making a 6d6 mental attack. On a success, the target become Charmed.