Skip to main content

Temporal Filcher

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 hopmanifested by an 8th-level manifester.