Rogue Psion

A psychic who broke containment -- escaped from a Core research facility, a Legion conditioning programme, or a Rim cult that pushed too hard.

A Rogue Psion is a human with genuine psychic ability who is no longer under the control of any institution that could contain them. Some escaped Core research labs. Some were Legion assets who snapped under conditioning. Some were Rim cultists who opened a door in their mind that should have stayed shut. What they share is power that exceeds their ability to control it, a mind that is slowly being eroded by the Fold energy flowing through it, and the knowledge that every institution in the verse wants them contained, weaponised, or dead.

The Rogue Psion is a boss-tier encounter: unpredictable, powerful, and dangerous to everyone in the room -- including themselves. They do not fight like soldiers; they fight like a natural disaster with a grudge. The lever is their instability: push them hard enough and the power turns on them.

Rules Reference

FieldValue
Abilities / Cha14
Abilities / Con14
Abilities / Dex14
Abilities / Int16
Abilities / Str8
Abilities / Wis18
Armor Class15
Base Attack Bonus5
Creature TypeHumanoid (Psychic)
Flat Ac10
Hd Count7
Hd Sides8
Hit Dice7d8+14
Hit Points46
Hp Bonus14
ImmunitiesMundane fear, sleep, and conventional mind-affecting effects
Initiative5
LanguagesTrade Cant; Core Standard; one Rim dialect; telepathic communication (no language barrier within 100 ft)
Role TagsBoss, Psychic, Ranged, Unstable
Saves / Fort6
Saves / Ref5
Saves / Will11
SizeM
Skills / Concentration14
Skills / Deception9
Skills / Intimidation10
Skills / Knowledge Fold12
Skills / Notice14
Skills / Sense Motive11
Skills / Stealth8
Speed30
Threat Rating7
Touch Ac15
Xp2400
Dialogue Pathgame/dialogue/npc-rogue-psion.yaml

Notes

Full Attack: Psychic Bolt ranged +9 (2d6+3 psychic; range 80 ft; ignores cover/armour; targets Touch AC) or Telekinetic Slam +9 (3d6+2 bludgeoning; range 40 ft; DC 16 Fort or prone; 1/round) or Psychic Scream (4d6 psychic; 30-ft burst; DC 17 Will half; 1/encounter)

Habitat: Fold-tainted sites, abandoned research facilities, Rim cult compounds, and anywhere the barrier between reality and the Fold is thin. Found alone (the Psion's presence disrupts electronics and unnerves allies) or in the company of a cult or cell that worships or fears them. Roll 1d6: 1-2 = Psion in a Fold-tainted ruin, meditating (aware, preternaturally calm), 3-4 = Psion in the middle of a psychic episode (unstable, dangerous to everyone), 5-6 = Psion cornered by a containment team (fighting for freedom, Fold Surge imminent).

Morale: Fanatic-adjacent (13); the Psion does not flee from physical threats but may disengage if Unstable Mind causes catastrophic backfire (3+ failures in one encounter)

Psionics: Full psychic; see attacks and special abilities above. The Psion's powers are Fold-derived and manifest as telepathy, kinetic force-shaping, and psychic assault.

Resistances: Psychic shielding (included in Touch AC; kinetic deflection redirects incoming attacks), Fold-touched electronics malfunction within 10 ft (1-2 on d6 per round)

Senses: Psychic awareness: tremorsense 60 ft (detects living minds), low-light vision, +8 to Notice vs hostile intent; passive Perception 20

Tactics: The Psion opens with Psychic Bolt from range, uses Telekinetic Slam to control geometry (knocking prone, throwing into hazards), and saves Psychic Scream for when enemies cluster. They use Psychic Domination to turn the party's strongest member, and Fold Surge only when cornered or when the fight must end now. The Psion is aware of Unstable Mind and will pace their power use -- but desperation overrides caution, and a cornered Psion will burn themselves alive to take the room with them.

Treasure: Nothing material (the Psion owns nothing; possessions are a liability when every electronic device within 10 ft malfunctions). Psychic residue on the Psion's body can be harvested with a DC 15 Fold Lore check: worth 1,000-5,000 rek to Core research labs or Rim cults. The Psion's body itself, if recovered intact, is worth 10,000-50,000 rek to the right buyer (Core research, Legion containment, or a cult that wants their prophet back).

Vulnerabilities: Unstable Mind (every special ability risks backfire; push the Psion to burn power and the power burns back), Fold Surge burnout (the Psion's most powerful state is also self-destructive; survive the surge and the Psion is weakened), Containment conditioning (the Psion may still carry trigger-words or conditioning from their origin facility; a DC 18 Fold Lore or Bureaucracy check can identify and exploit these)

Attacks

Psychic Bolt

FieldValue
bonus9
categoryranged
damage2d6+3
damageTypepsychic
namePsychic Bolt
rangeFt80

notes: Wisdom-based; ignores cover and armour (targets Touch AC); on a critical hit the target must make a DC 16 Will save or be Dazed for 1 round

Telekinetic Slam

FieldValue
bonus9
categoryranged
damage3d6+2
damageTypebludgeoning
nameTelekinetic Slam
notesLifts and throws the target or a nearby object; DC 16 Fort save or be knocked prone; 1/round
rangeFt40

Psychic Scream

FieldValue
bonus0
categoryranged
damage4d6
damageTypepsychic
namePsychic Scream
notes30-ft burst centered on the Psion; DC 17 Will half; all living creatures in the area are affected; 1/encounter
rangeFt0

Special Abilities

Fold Touched

FieldValue
actionCostpassive
nameFold Touched

description: The Psion's body is saturated with Fold energy. They are immune to mundane fear, sleep, and conventional mind-affecting effects. They glow faintly in the dark (no concealment from Stealth within 10 ft). Their presence causes electronic equipment within 10 ft to malfunction on a 1-2 on a d6 each round. Player-visible: the air around the Psion hums, the lights flicker, and the slug pistols in your hands feel wrong.

Psychic Domination

FieldValue
actionCostStandard (1/encounter)
namePsychic Domination

description: The Psion targets one living creature within 60 ft. The target must make a DC 17 Will save or be dominated for 1d4 rounds: the target acts on the Psion's initiative count and follows the Psion's mental commands (defend the Psion, attack allies, or stand down). The target can repeat the save at the end of each round. If the target takes damage from an ally the save is immediate. Player-visible: the target's eyes glaze, their body stiffens, and they turn.

Psychic Feedback

FieldValue
actionCostImmediate (when damaged)
namePsychic Feedback

description: When the Psion takes damage from any source, the attacker must make a DC 15 Will save or take 1d6 psychic damage (feedback through the attack). This does not work against area effects or environmental damage. Player-visible: you hit the Psion, and your head fills with static and screaming.

Fold Surge

FieldValue
actionCostFull-round (1/encounter)
nameFold Surge

description: The Psion opens themselves to the Fold fully. For 1d4+1 rounds the Psion's psychic abilities are enhanced: Psychic Bolt deals +1d6 damage, Telekinetic Slam gains +10 ft range and +1d6 damage, and the Psion can fly (telekinetic levitation) at 30 ft. At the end of the duration the Psion must make a DC 15 Fort save or take 2d6 damage (Fold burnout) and be Stunned for 1 round. Player-visible: the Psion's eyes go white, the air tears, and for a moment the room is somewhere else.

Unstable Mind

FieldValue
actionCostpassive
nameUnstable Mind

description: The Psion's mind is fraying. Each time the Psion uses a special ability (Psychic Domination, Psychic Scream, or Fold Surge), they must make a DC 12 Power Check. On a failure the Psion takes 1d4 psychic damage and the ability's effect is centred on the Psion instead of the intended target (or the Psion, if no target is specified). Player-visible: the Psion screams, the power turns inward, and for a moment the monster is afraid.