Difference between revisions of "Quantum Cat (3.5e Monster)"
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Quantum Cat | |
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Size/Type: | Tiny Aberration |
Hit Dice: | 4d12+12 (38 hp) |
Initiative: | +4 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 16 (+4 dex, +2 size), touch 16, flat-footed 12 |
Base Attack/Grapple: | +3/-9 |
Attack: | Claw +9 melee (1d2–4 plus 3d6 decay, 20/x2) |
Full Attack: | 2 claws +9 melee (1d2–4 plus 3d6 decay, 20/x2) and bite –1 melee (1d3–4 plus 3d6 decay, 20/x2) |
Space/Reach: | 2-1/2 ft./0 ft. |
Special Attacks: | Decay |
Special Qualities: | Darkvision 60 ft., Half-Dead, Low-Light Vision, Out of Sight Out of Mind, Quantum Creature, Scent |
Saves: | Fort +4, Ref +5, Will +6 |
Abilities: | Str 3, Dex 19, Con 17, Int 2, Wis 14, Cha 8 |
Skills: | Balance +12, Climb +8, Jump +12, Hide +17*, Listen +5, Move Silently +17, Spot +4 |
Feats: | Weapon FinesseB, Stealthy, DarkstalkerLM |
Environment: | Temperate Plains, Urban |
Organization: | Solitary |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | 5-8 HD (Tiny), 9-12 HD (Small) |
Level Adjustment: | - |
You see what looks like a common housecat, but while it is clearly walking in front of you you're not entirely sure if its alive or dead.
Quantum Cats are an irregularity in space and time. Said to have originated from the familiar of an experimentive time mage, the quantum cat is not all quite here, and not all quite alive. It is as living as it is dead. You can determine where it is, but immediately lose sight of where it was going. You figure out where it was going, but suddenly can no longer figure out where it currently is. It is as if the universe defies clarifying the creature in front of you, and it has given many a young wizard a headache just thinking about it.
Besides their not-quite-here status, quantum cats really are regular housecats. They behave as their kind, but are nevertheless aberrations in the normal flow of space and time. Rumors persist that quantum cats hold the secrets of time travel and teleportation without magic, but research into the matter has not been forthcoming.
Combat
Like normal cats, quantum cats prefer to sneak up on their prey. Their difficulty in being targeted ensues their survival in the rare event they pick on something bigger than them.
Decay (Su): The danger of quantum cats is not the power of their claws, but the supernatural disease they carry known as particle decay, or simply decay. Their wounds causes matter to become unstable and fall apart, dealing an extra 3d6 points of damage. This extra damage bypasses all damage reduction and resistances, but immunity to supernatural diseases stops it.
Half-Dead (Ex): The quantum cat is both alive and dead at the same time. It counts as either being alive or undead whenever it is most beneficial to it. In addition, it uses d12s for HD, though it still retains its constitution to its hp. If the quantum cat is killed, there is a 50% chance it will respawn in 1d10 minutes or until nobody is observing the remains, whichever comes last.
Out of Sight Out of Mind (Ex): Lose track of a quantum cat and it might not really be there. Quantum cats have Hide in Plain Sight in any shadows, like a shadowdancer. If a quantum cat remains hidden for at least 3 rounds, then at the end of its third round it can choose not to be there at all. Where did the quantum cat go? No one is certain, but it manages to duplicate the effect of teleport (self only) whenever it does, though it can only teleport to another location which is currently not being observed.
Quantum Creature (Ex): The quantum cat is only half there. Quantum Cats benefit from a 50% miss chance as if under blink, which applies to both physical and magical attacks. Force effects hit it normally, but it is not blinking on any known plane and has no special benefits or weaknesses against ethereal creatures. It does not suffer a miss chance on its own attacks.
Skills: Quantum Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Quantum Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Familiar
A quantum cat can be selected as a familiar with a minimum CL of 6th and the Improved Familiar feat.
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv |
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Alignment | Always Neutral + |
Author | Eiji-kun + |
Challenge Rating | 4 + |
Environment | Temperate Plains, Urban + |
Identifier | 3.5e Monster + |
Level Adjustment | - + |
Rated By | The bluez in the dungeon +, Leziad + and Franken Kesey + |
Rating | Rating Pending + |
Size | Tiny + |
Title | Quantum Cat + |
Type | Aberration + |