Always loved using my psionic creatures. The general rule is for creatures that couldn't get into a class, if they have magic type abilities it's better fit them into the psion role as opposed to a cleric or wizard.
Psider
Large Size Beast (Psionic)
Hit Dice: 8d10+24 (60 hp)
Initiative: +2
Speed: 30 ft, Climb 30
AC: 18 (+7 natural, -1 size, +2 Dex), 11 touch, 15 flat-footed
BAB ase Attack/Grapple: +8 / +18
Attack: +14 (Bite, 2d8+7)
Full Attack: +14 (Bite, 2d8+7) or 2 legs +10 (Smash 1d8+6)
Reach: 10 ft / 10 ft
Special Attacks: Poison, Webs, Psionics
Special Qualities: Dark Vision, Tremorsense 60 ft, Vermin Traits, PR 21
Saves: Fort: +6, Ref: +8, Wis: +5
Abilities: Str 23, Dex: 14, Con: 16, Int: 15, Wis: 10, Cha: 10
Skills: Craft (Webbing)+8, Climb +16, Stealth +7, Jump +20, Move Silently +7, Perception +11
Feats: Mental Leap (+10), Psionic Bite, Psionic Focus (Auto)
Environment: Caverns, Dungeons, Dark Icky Places
Organization: Solitary, Pair, Bridge
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Psiders are devious psionic carnivores that hunt the lower recesses of many dungeons. They seek prey to devour as well as for psionic enlightenment, seemingly going out of their way to trap psionicists or spellcasters alive in their web prisons. They appear as standard large sized spiders, with light grey, green or purple fur on their backs and lower sides. Many colour their legs red or yellow depending upon their rank within the web. These psionic spiders are intricate planners, carefully planning both
their beautiful webs and their deadly tactics to inflict maximum
devastation.
Until they activate a psionic power, few can tell the danger they truly face.
Combat
Psiders begin combat by controlling the environment around them, often using control light to minimize their prey’s chance at detecting them. Next they may use their webs to capture foes, or their psionic energy push to inflict as most damage as possible from a distance. When possible they drop from high distances, inflict their poisonous bite then jump away before others can counter-attack. If there is more than one psider, one will always attack first as the others watch their foes, if someone heals the poison damage, they strive to eliminate the healer.
Poison: DC 16, 1d8 Str/1d8 Str
Web: Entangle: DC 16 Escape Check, Strength Check DC 20; HP 16.
Web Coccoon: If they grapple a large or smaller victim for ten consecutive rounds, or if they hold an unconscious person, they can wrap thousands of silky strands around a victim. Those entrapped must make a DC 50 to escape the cocoon via either a strength check or escape artist check. No spells or powers can be used while entombed (no somatic, verbal or material manipulation is possible.)
Psionics: Powers of an 8th level Psion; PSP: 50; DC 10+(1d10)
Detect Psionics, Catfall (100 ft), Grease (Psionic), Wall-walk, Control Light, Charm (Psionic), Brain Lock, Energy Push (2d6), Escape Detection
Skills: Psiders gain a +8 bonus to climb and jump skills. These creatures are fantastic natural jumpers, always able to take ‘10’ on any jump check; assume they roll a 40 on jump checks. (+10 for Mental Leap)
Psionic Bite: Any time a psider is able to gain their focus, they inflict +2d6 additional dmg with their bite.