In The Psychic Vampire Codex, Michelle Belanger, author and psychic vampire, introduces readers to the fascinating system of energy work used by vampires themselves and provides the actual codex text widely used by the vampire community for instruction in feeding and other techniques. Belanger also examines the ethics of vampirism and offers readers methods of protection from vampires.
The Psychic Vampire Codex explodes all preconceptions and myths about who and what psychic vampires really are and reveals a vital and profound spiritual tradition based on balance, rebirth, and an integral relationship with the spirit world.
In The Psychic Vampire Codex, M. Belanger, author, researcher, and psychic vampire, introduces readers to the fascinating system of energy work used by vampires themselves and provides the actual codex text widely used by the vampire community for instruction in feeding and other energetic techniques. Belanger also examines the ethics of vampirism and offers readers effective, down to earth methods of protection from unethical vampires.
Incidentally, 4e did alright mechanically by the psurlons, although it kept their 3.5 look. In the 4e version of Dark Sun, psurlons were completely unbodied by their attempt to psychically master their physiology, and possessed astral worms in order to take their current form. Reminiscent of the Great Race of Yith, and a neat idea, but I prefer to think that they were always hideous worm beasts.
Psurlon
CR 8 LE Aberration
This creature resembles a humanoidworm, slightly shorter than a man. Irregularly placed eyes surround asucker-like mouth, and it has radially symmetrical, four-clawed hands and feet on rubbery, jointless limbs. Despite itsmonstrous appearance, it carries itself with dignity and wears the robes of ascholar.
The psurlons are an ancient, learned and evil species. They are thesurvivors of a cataclysm they brought upon themselves. Psurlons were interestedin using psychic magic to shape their own bodies and those of other creatures,and over the millennia used their minds to conquer hunger, breath andtemperature, as well as to resist weapons and spells alike. Pushing thoselimits, they created the giant psurlons, and attempting to go to even greaterheights shattered their own planet in a wave of psychic energy. Both they andthe shattered remains of their world were cast into the Astral Plane. Thesurvivors dedicated themselves to recreating the experiment, and they seekimproved ways to elevate their minds over their bodies even today.
Psurlons are haughty creatures, but they recognize that they do notknow everything and are constantly on the search for knowledge. They bargainfor it if they can and steal it if they cannot. Psurlons do not value the livesof creatures other than themselves, and will gladly torture creatures forinformation, whether revealed intentionally or obtained through the process ofvivisection. They are especially interested in creatures with shapeshiftingabilities or unusual mental powers, and push them to the limits with cruelexperiments before destroying and devouring them.
In combat, a psurlon prefers to use its mental powers if at allpossible. They are physically slow, however, and the tide of melee can easilycome to them. Psurlons have surprisingly deadly physical attacks, and theirlamprey-like bite can drain the health of enemies and add it to their own. Psurlonsvalue their long lives, and thus attempt to escape from combat at the firstsign that they are losing.
The psurlon language is a series of grunts, rumbles and squeals,disturbing to the human ear. Psurlons almost always communicate telepathically,both with each other and with other species. The written form of their languageis a series of raised runes read by touch. Although psurlons live in the AstralPlane and can psychically suppress their hunger on their sojourns to otherrealms, they enjoy eating the flesh of sapient creatures as a symbol of dominion.
Psurlon Adepts
Especially wise and powerful members of the psurlons are known asadepts. They are marked from birth with psychic impressions only the psurlonscan sense, and are groomed to positions of leadership from an early age. Apsurlon adept is a psurlon with the advanced simple template and the spellcastingof a 9th level psychic. A psurlon adept does not gain any otherbenefits of the psychic class, such as a phrenic pool, unless it takes levelsin psychic. A psurlon adept is a CR 10 creature.
Psurlon A: Well, we cracked our planet in half, punched a hole in reality, shot us all to the Astral Plane and lost all our best hats. And we still failed to transcend reality with the power of our minds.
Psurlon
CR 8 LE Aberration
This creature resembles a humanoidworm, slightly shorter than a man. Irregularly placed eyes surround asucker-like mouth, and it has radially symmetrical, four-clawed hands and feet on rubbery, jointless limbs. Despite itsmonstrous appearance, it carries itself with dignity and wears the robes of ascholar.
Psurlon Adepts
Especially wise and powerful members of the psurlons are known asadepts. They are marked from birth with psychic impressions only the psurlonscan sense, and are groomed to positions of leadership from an early age. Apsurlon adept is a psurlon with the advanced simple template and the spellcastingof a 9th level psychic. A psurlon adept does not gain any otherbenefits of the psychic class, such as a phrenic pool, unless it takes levelsin psychic. A psurlon adept is a CR 10 creature.
Garbug
CR 4 N Aberration
This insectoid creature is the size of a rhinoceros,with four spindly legs and two massive, lobster-like pinchers. Its face growsinto a stabbing horn, and a beard of thin, slimy tendrils waves around itsnarrow mouth. Membranous wings grow from its back, protected by a hardcarapace.
Beholder
CR 13 LE Aberration
This creature is all head, vaguely spherical with a slavering set offanged jaws. It has an oversized central eye, and ten eye stalks growing fromits upper surface, peering in all directions. It floats effortlessly in theair.
Beholders prefer to lairunderground, using their disintegration ray to carve out three dimensional,hive like complexes. These dungeons are difficult to navigate for any butflying creatures, and usually have high ceilings so a beholder can maintain itsdistance. Beholders collect trophies of their victories, especially petrifiedenemies. Beholders covet magic items and treasure, and amass huge hoards. Theycan sometimes be bribed to leave a party alone, but the price of these ransomsis typically very steep.