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D20:Temporal Filcher (Creature)

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This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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[edit] TEMPORAL FILCHER

Size/Type: 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.

[edit] 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.




System Reference Document -> List of Creatures (SRD)


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