Thought Master
Medium-sized Humanoid (Mutant)
Hit Dice: 7d8+7 (38 hp’s)
Initiative: +1 (Dex)
Speed: 30ft
Armor Class: 13 (+2 Dermal Armor, +1 Dex)
Attacks: By weapon +5 (melee and ranged) or Claw +5
Damage: By weapon +1 (melee only), Claw 1d4+1+ poison
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Mutations
Special Qualities: Mutations
Saves: Fort +3, Ref +3, Will +10
Abilities: Str 13, Dex 13, Con 13, Int 14, Wis 16, Chr 15
Skills: Concentration +5, Intimidate +6, Listen +6, Spot +6
Feats: Improved Unarmed Strike, Iron Will
Climate/Terrain: Any
Organization: Brigades numbering up to 150 members, but patrols consist of only 2d4 members.
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement Range: By character class

See the Alternity Gamma World campaign setting for more information.

Combat:
Thought Masters open battle with a Telepathic Blast or ranged weaponry before closing into melee and using their Life Leech power.  If look to be defeated, thought masters will then use their Death Field Generation power to commit suicide and take as many foes with them as they can.

Mutations: All thought masters have the following mutations: Dermal Armor, Natural Attack (claws), Poison Attack (claws), Toxin Tolerance, Death Field Generation, Life Leech, Photokinesis, Telepathic Blast

Society:
See the Alternity Gamma World campaign setting for more information.

Characters:
Thought masters are most commonly fighters (though I’ll probably change this to a psionic warrior of some kind when the Psionic Handbook comes out).  Some are sorcerers and wizards that focus on combat-appliable spells.