Skitty (3.5e Monster)
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Skitty | |
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Size/Type: | Small Magical Beast |
Hit Dice: | 3d10 (16 hp) |
Initiative: | +3 (+3 Dex) |
Speed: | 20 ft., climb 10 ft. |
Armor Class: | 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 |
Base Attack/Grapple: | +3/-4 |
Attack: | Claw +7 (1d6-2) |
Full Attack: | 2 Claws +7 (1d6-2) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Charm, Pounce |
Special Qualities: | Sanctuary |
Saves: | Fort +3, Ref +6, Will -1 |
Abilities: | Str 7, Dex 16, Con 10, Int 2, Wis 7, Cha 17 |
Skills: | Climb +7, Hide +12, Jump +12, Move Silently +8 |
Feats: | Weapon Finesse, Alertness |
Environment: | Temperate Land. |
Organization: | Usually Solitary. |
Challenge Rating: | 2 |
Treasure: | Standard |
Alignment: | Usually Neutral |
Advancement: | 4-6 HD (small), 7-9 HD (Medium) |
Level Adjustment: | — |
Skitty are easily distracted and are fascinated by moving objects and chase them unto exhaustion. Since Skitty's tails are often moving, Skitty are frequently known to chase their own tails until dizziness and exhaustion overcome them.
Skitty are pinkish cat-like creatures that are very rare and hard to find. Skitty are adorable - magically so, and their primary defense mechanism is the kindness of others.
Skitty evolve into Delcatty with the use of a Moon Stone.
Combat[edit]
Tactics Round-by-Round:
Skitty are barely able to tell the difference between fighting and playing.
- Round 0: Chase nearest creature or object. Be under the effects of Sanctuary.
- Round 1: Charge nearest creature.
- Round 2: Repeat step one unless endangered, then use Charm.
Charm (Su): A Skitty can generate a charm monster effect at will. Save DC is 10 + 1/2 Hit Dice + Charisma Modifier.
- The sample Skitty has a save DC of 14 for Charm.
Pounce (Ex): A Skitty can make a full attack action at the end of a charge.
Sanctuary (Su): A Skitty is always under the effects of a sanctuary spell, as if cast by a Cleric of a caster level equal to its Hit Dice. If a Skitty attacks, this does not break the effect, and a would-be attacker must make a save for every attack even if previous saves were successful.
- The sample Skitty has a save DC of 9 for Sanctuary.
Skills: A Skitty gains a +10 racial bonus on Jump checks, and its jump distances are not limited by its height.
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