Scyther (3.5e Monster)

Combat
Their critical threat range is 19-20 and their critical multiplier is x7. Try not to get critted by them. Ever. Any time it uses False Swipe or Fury Swipes in a Contest, any success is upgraded to an astounding success.

 (Ex): With a Full Round Action, Scyther can make multiple attacks: it makes a Full Attack as though its claws were a pair of dual-wielded manufactured weapons. This is a [Bug] effect. The sample Scyther would attack at +12/+12/+7/+7. In a Contest, when Scyther uses this it makes two rolls and picks the higher one.

 (Su): Scyther's claws are ultra-sharp. As such, they have an Enhancement Bonus to Attack and Damage rolls equal to 1/3 of their Hit Dice, round up - and likewise are able to hit Incorporeal (with a 50% Miss Chance) and penetrate DR /magic. The sample Scyther has a +3 bonus. Its claws are [Bug] effects.

 (Ex): Scyther can, if it feels like it, pull back all strength at the last moment, leaving a foe on precisely 1 HP, 0 HP, or -1 and stable. Often, it will do this to a lone attacker, unless they meet again, or it will do this to one member of a group in an attempt to make the others stop. This is a [Normal] effect.

 (Sp): At will: cat's grace, summon swarm (spiders, locusts, or bees only); 1/minute: mirror image, wind wall; 1/day: haste, creeping doom. Caster level is equal to its Hit Dice, and the save DC is Dexterity-based. Cat's Grace, Mirror Image, and Haste are [Psychic] effects, Summon Swarm and Creeping Doom are [Bug] effects, and Wind Wall is a [Flying] effect.


 * The sample Scyther has a save DC of 16 + spell level for its spell-like abilities, and a caster level of 7.

 (Ex): Did you just see Scyther then? No? 'Course not, it's too damn fast. Scyther can elect, as a subconscious free action, to automatically win Initiative when combat begins. If it does this, however, it becomes fatigued in three rounds. This ability cannot be used while fatigued.