Dungeons and Dragons Temporal Filcher 3.5 PBP RPG

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Temporal Filcher

Temporal Filcher

Large Aberration (Psionic)

Hit Dice:

8d8+16 (52 hp)

Initiative:

+7

Speed:

40 ft. (8 squares)

Armor Class:

15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+6/+11

Attack:

Claw +6 melee (1d6+1)

Full Attack:

4 claws +6 melee (1d6+1) and bite +1 melee (1d8) and horn +1 melee (1d4)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Improved grab, psi-like abilities, time filch

Special Qualities:

Darkvision 60 ft.

Saves:

Fort +4, Ref +5, Will +7

Abilities:

Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14

Skills:

Listen +7, Spot +7, Tumble +6

Feats:

Alertness, Dodge, Improved Initiative

Environment:

Any

Organization:

Solitary

Challenge Rating:

3

Treasure:

Standard

Alignment:

Usually evil (any)

Advancement:

9-15 HD (Large)

Level Adjustment:

-

Temporal filchers do not speak.

Combat

Improved Grab (Ex): To use this ability, a temporal filcher must hit a creature of Large size or smaller with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and uses its time filch ability.

Psi-Like Abilities: At will-chameleon, distract (DC 13), psionic dimension door, psionic levitate, wall walker; 3/day-mental barrier. Manifester level 8th. The save DC is Charisma-based.

Time Filch (Su): If a temporal filcher successfully grapples a Large or smaller creature, it latches onto the opponent's body and shifts 7 minutes forward in time as a free action. Observers (if any) see the temporal filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and its prey, no time passes at all. The victim must succeed on a Will save (DC 16) or be dazed for 1 round from temporal disorientation. The ability is otherwise identical to time hop manifested by an 8th-level manifester.


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