NK-HA
Armor Class: 6 [13]
Hit Dice: 8
Attacks: 4 Energy Bolts (1d6)
Saving Throw: 8
Special: Cause Insanity
Move: 10
Challenge Level/XP: 11/1700
Nk-ha are medium size floating dark blobs of flesh, with a very human-looking mouth as its only feature. Nh-ha are vile aberrations who occasionally find their way from the plane of Ioucura (the plane of madness) to the plane of Aarde (the material plane of Montporte) where they seek to enslave humanoids. Nk-ha will often have 2d6 enslaved followers to do its bidding, including fighting to the death on its behalf.
COMBAT: Nk-ha only enters combat for self-defense or if it believes it can enslave its opponent. It is able to discharge up to 4 energy bolts per round (range 0'-20'). It can aim these energy bolts at the same or different targets. For purposes of combat, the energy bolt is treated as a ranged weapon, utilizing an attack die roll.
CAUSE INSANITY: Once per round, the nk-ha can emit a field that can enslave or cause insanity. This field extends up to 40' and affects everyone within range. Those in range must make a saving throw or lose 1d3 points of wisdom. Those reduced a wisdom score of 1 or 2 must make an additional save or be enslaved by the nk-ha. Enslavement is ended only by a Wish or the slaying of the nh-ha.
Those who make their saving through are temporarily insane for 2d4 hours with one of the follow effects rolled on a 1d6: (1) Character believes that he/she is a famous hero of legend and myth; (2) Character attacks self; (3) Character attacks another member of own party; (4) Character wanders away; (5) Character stands in one place; (6) Character falls to the ground in a catatonic state.
A character whose wisdom reaches zero dies.