Kitten That Walks (3.5e Template)
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Contents
- 1 Kitten That Walks
- 1.1 Creating a Kitten That Walks
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Special Attacks
- 1.1.7 Special Qualities
- 1.1.8 Abilities
- 1.1.9 Skills
- 1.1.10 Feats
- 1.1.11 Environment
- 1.1.12 Organization
- 1.1.13 Challenge Rating
- 1.1.14 Treasure
- 1.1.15 Alignment
- 1.1.16 Advancement
- 1.1.17 Level Adjustment
- 1.1 Creating a Kitten That Walks
Kitten That Walks
Wizards beware. The cats are swarming, and they know how to counterspell!
Tales tell of a terrible monster known as the worm that walks, a pile of maggots imbued of a hivemind intellect of the sacrificed spellcaster which they have feasted upon. However few know of a creature more insideous, more dangerous, a threat which should have been obvious since the first housecats because slaughtering level 1 wizards in their early days of adventuring. The Kitten That Walks, a swarm of adorible fluffy kittens possessed with the mad intellect of one smothered to death in their cuteness!
Creating a Kitten That Walks
Kitten That Walks is a template that can be added to any spellcaster. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.
Size and Type
The character’s type changes to magical beast (it is a creature composed of hundreds of discrete fluffy kittens).
Hit Dice
Increase to d8.
Speed
There is no change in the creature's speed.
Armor Class
The mass of kittens that make up this creature, each looking out for danger, in sum provide a +1 insight bonus to AC per HD (max +20 at 20 HD).
Attack
While in humanoid form, the kitten that walks can attack, use weapons, and manipulate objects as a creature of their former type. In swarm form they lack limbs to manipulate objects.
Special Attacks
A kitten that walks retains all the character’s special attacks. It also gains one special attack, engulf.
Engulf (Ex): A kitten that walks can choose to engulf an opponent who is no more than one size category larger than itself. The kitten that walks attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of fluffy kittens, taking 5 points of damage per HD (max 100 damage at 20 HD) as the biting and clawing kittens nibble and cut away. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the kitten that walks if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 5 points of damage per HD. Constructs are immune to this attack.
Spells: A kitten that walks can cast any spells it could cast as a living character.
CHANGE THIS Spell-Like 1/day— animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th.
Special Qualities
Special Abilities: A kitten that walks retains any special abilities it had in life and gains those mentioned below.
Blindsight (Ex): Kittens that walk have Blindsight 300 ft.
Spell Resistance (Ex): A kitten that walks has spell resistance equal to its HD +10.
Fluffy Presence (Su): When a kitten that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the kitten's HD + the kitten's Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a kitten use this attack before gain a +5 bonus on their saving throws. The victim of the kitten's engulf attack has a –5 penalty on his or her saving throw.
Discorporate (Ex): If gravely threatened, a kitten can discorporate as a free action, simply falling into a pile of individual kittens that slither quickly away. So long as any of the component kittens survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the kittens are treated no differently than other cats. Also, the kitten stands a good chance of losing all its equipment. However, discorporation almost assures that at least one kitten (if not dozens) will manage to crawl away, and so provide for the kitten's continued existence.
Immunities (Ex): A kitten that walks has no discernable anatomy, so it is not subject to critical hits or flanking.
Abilities
Same as the character.
Skills
Skills: Same as the character, except that a kitten that walks receives a +1 racial bonus per HD on Hide, Intuit Direction, Listen, and Move Silently checks (max +20 at 20 HD).
Feats
Same as the character.
Environment
Any.
Organization
Solitary, occasionally with minions or master.
Challenge Rating
Same as the character + 3.
Treasure
Same as the character.
Alignment
Same as the character.
Advancement
By character class.
Level Adjustment
+3
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