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Quantum Cat

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.

[edit]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 first.

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 Jumpchecks. *In areas of tall grass or
heavy undergrowth, the Hide bonus rises to +8.

[edit]Familiar

A quantum cat can be selected as a familiar with a minimum CL of 6th and the Improved Familiar feat.

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