New Monster -- Hydracat
Posted: Wed Nov 15, 2017 8:40 pm
I know it has been a while... but I've been busy. This is probably not very good and could be improved.
Hydracat
No. Encountered: 1 (99%) or 1d4+3 (1%)
Size: Small - Large
HD: 3 - 8 (d8)
Move: 20 feet or Special
AC: 22 + Special
Attack: Claw x 4 (1d4) and Bite x Special (1d6)
Special: Multiheaded, Furball, Pounce, Heatsink, Vulnerable to Sleep, Immune to Charm; Darkvision 120 feet
Saves: Physical
Int: Special
Alignment: Neutral Evil
Type: Aberration
Treasure: Special (2 per HD; hoard)
XP Value: 350 + 1 (per head)
Hydracats are the horrid reality of an imagination gone awry, combining the ordinary housecat with the bestial might and visage of the hydra, created in the depths of madness by some, fortunately, forgotten experiment. They retain traits common to each forebear and have unnatural obsessions with cleanliness, predation, warmth and napping but in a random order and modified by current, unpredictable, mood.
Combat: Akin to their more “domesticated” cousins, a hydracat has two primary strategies – stalk and ambush. In both, they delight in causing injury or hindrance before retreating to a safe area only to return for a later, more devastating attack. When possible, a hydracat will almost always attempt a pounce first before swatting and then biting its opponent(s).
Multiheaded: A hydracat possesses between three (3) and eighteen (18) heads, determined on a roll of 3d6, rounding down to the nearest increment. Each head is capable of biting for 1d6 damage. No more than 3 can attack the same individual, however. For every three (3) heads the hydracat has above six (6), reduce the AC by two (2) points. In addition, for every three (3) heads, increase the number of HD rolled. A hydracat’s Intelligence rating starts at animal and improves one (1) category for every three (3) heads.
Furball: Thanks to its extensive and time-consuming self-cleaning regimen, a hydracat is subject to collecting excess fur into its gullet which it then needs to expunge. This rather grotesque encounter may be performed once per three (3) heads and is like an entangle spell. To produce the gooey residue, the hydracat must hack and cough for at least two (2) rounds; for every additional round spent, the effect is considered one (1) level higher for range, duration, area of effect, and other factors excluding save. If the hydracat has more than three (3) heads, multiple productions can occur simultaneously. If there are at least two (2) furballs, an additional stinking cloud effect is present. A hydracat may store 1d6, plus one (1) for every three (3) heads, furballs before it releases them.
Pounce: Striking at once with all four (4) paws is a fun game for a hydracat. This attack is considered a charge and requires the beast to move at least 20 feet. Curiously, a hydracat may also pounce and attack with a single claw, this requiring movement of 20 feet but allows the hydracat to return to a position behind its origin, so that it could move 5 feet forward to attack and retreat 15 from where it began; this tactic is generally used when a particular enemy remains motionless or has otherwise caught the attention of the hydracat.
Heatsink: Hydracat are preternaturally drawn to areas of warmth and will never be found in a cold environment. This unnatural ability also allows them to reduce damage due to direct fire, so that all such forms of attack deal one (1) less point per die.
Vulnerable to Sleep: Regardless of their HD or the number of heads a hydracat has, they are always subject to spells and effects which result in slumber, including the sleep spell. Consider the hydracat to have just one (1) HD for each six (6) heads when making a save. In addition, if awakened from such a condition, the hydracat is equally likely to be exhausted (suffering a -1 penalty on all die rolls) or enraged (gaining a +1 bonus on all die rolls) for two (2) rounds.
Immune to Charm: A hydracat cannot be dominated, befriended, compelled, or manipulated by any means unless it chooses to be. All saves and checks to resist are considered automatically passed. A Castle Keeper may waive this power if the source is exceptionally potent such as coming from the Lord of Cats or similar.
Hydracat
No. Encountered: 1 (99%) or 1d4+3 (1%)
Size: Small - Large
HD: 3 - 8 (d8)
Move: 20 feet or Special
AC: 22 + Special
Attack: Claw x 4 (1d4) and Bite x Special (1d6)
Special: Multiheaded, Furball, Pounce, Heatsink, Vulnerable to Sleep, Immune to Charm; Darkvision 120 feet
Saves: Physical
Int: Special
Alignment: Neutral Evil
Type: Aberration
Treasure: Special (2 per HD; hoard)
XP Value: 350 + 1 (per head)
Hydracats are the horrid reality of an imagination gone awry, combining the ordinary housecat with the bestial might and visage of the hydra, created in the depths of madness by some, fortunately, forgotten experiment. They retain traits common to each forebear and have unnatural obsessions with cleanliness, predation, warmth and napping but in a random order and modified by current, unpredictable, mood.
Combat: Akin to their more “domesticated” cousins, a hydracat has two primary strategies – stalk and ambush. In both, they delight in causing injury or hindrance before retreating to a safe area only to return for a later, more devastating attack. When possible, a hydracat will almost always attempt a pounce first before swatting and then biting its opponent(s).
Multiheaded: A hydracat possesses between three (3) and eighteen (18) heads, determined on a roll of 3d6, rounding down to the nearest increment. Each head is capable of biting for 1d6 damage. No more than 3 can attack the same individual, however. For every three (3) heads the hydracat has above six (6), reduce the AC by two (2) points. In addition, for every three (3) heads, increase the number of HD rolled. A hydracat’s Intelligence rating starts at animal and improves one (1) category for every three (3) heads.
Furball: Thanks to its extensive and time-consuming self-cleaning regimen, a hydracat is subject to collecting excess fur into its gullet which it then needs to expunge. This rather grotesque encounter may be performed once per three (3) heads and is like an entangle spell. To produce the gooey residue, the hydracat must hack and cough for at least two (2) rounds; for every additional round spent, the effect is considered one (1) level higher for range, duration, area of effect, and other factors excluding save. If the hydracat has more than three (3) heads, multiple productions can occur simultaneously. If there are at least two (2) furballs, an additional stinking cloud effect is present. A hydracat may store 1d6, plus one (1) for every three (3) heads, furballs before it releases them.
Pounce: Striking at once with all four (4) paws is a fun game for a hydracat. This attack is considered a charge and requires the beast to move at least 20 feet. Curiously, a hydracat may also pounce and attack with a single claw, this requiring movement of 20 feet but allows the hydracat to return to a position behind its origin, so that it could move 5 feet forward to attack and retreat 15 from where it began; this tactic is generally used when a particular enemy remains motionless or has otherwise caught the attention of the hydracat.
Heatsink: Hydracat are preternaturally drawn to areas of warmth and will never be found in a cold environment. This unnatural ability also allows them to reduce damage due to direct fire, so that all such forms of attack deal one (1) less point per die.
Vulnerable to Sleep: Regardless of their HD or the number of heads a hydracat has, they are always subject to spells and effects which result in slumber, including the sleep spell. Consider the hydracat to have just one (1) HD for each six (6) heads when making a save. In addition, if awakened from such a condition, the hydracat is equally likely to be exhausted (suffering a -1 penalty on all die rolls) or enraged (gaining a +1 bonus on all die rolls) for two (2) rounds.
Immune to Charm: A hydracat cannot be dominated, befriended, compelled, or manipulated by any means unless it chooses to be. All saves and checks to resist are considered automatically passed. A Castle Keeper may waive this power if the source is exceptionally potent such as coming from the Lord of Cats or similar.