Kencycat by neela lightfingers
Large Magical Beast (Shapechanger)
Hit Dice: 5d10+40 (67 hp)
Initiative: +4 (+4 Dex)
Speed: 100 ft. (20 squares)
Armor Class: 13 (-1 size, +4 Dex), touch 13, flat-footed 9
Base Attack/Grapple: +5/+20
Attack: Bite +15 melee (1d8 +11)
Full Attack: Bite +15 melee (1d8 +11) and claws +10 melee (1d8 +5) and claw +10 melee (1d6 +5) and tail +10 melee (1d8 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Gaze, poison, pounce, powerful charge, trample
Special Qualities: Change shape, darkvision 60ft., detect evil, fast healing 3, low-light vision, spell resistance 15, telepathy
Saves: Fort +12, Ref +10, Will +8
Abilities: Str 32, Dex 18, Con 26, Int 25, Wis 25, Cha 25
Skills: Climb +15, Decipher Script +1, Diplomacy +13, Disguise +11, Escape Artist +13, Heal +13, Hide 0, Jump +16, Knowledge (nature) +10, Listen +7, Move Silently +11, Open Lock +11, Sense Motive +15, Spellcraft +13, Spot +7, Swim +17
Feats: Deflect Arrows,Lightning Reflexes

Environment: Any,Temperate land,forests,marshes
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -


This intellegent cat-like beast has the personality of a kender, with a mean streak.

The Kencycat is a large black cat with black, pupil-less eyes. It can be tamed by the right person, and ridden. It is a great fighter, and will protect the person it trusts with it's life. When it is not fighting, it hunts and guards its home. It eats some plants, but mostly deer and small animals. It is found deep in a forest or marsh. It captures intruders and plays with them for a while, but usually lets them go. It either lives in a large tree fort, or a cave. It is a large black cat with black, pupil-less eyes. It can be tamed by the right person, and ridden. It is a great fighter, and will protect the person it trusts with its life. When it is not fighting, it hunts and guards it's home. It eats some plants, but mostly deer and small animals. It is found deep in a forest or marsh. It captures intruders and plays with them for a while, but usually lets them go. It either lives in a large tree fort, or a cave.

Combat
It uses its eyes and claws for it's main fighting. With sharp eyes, it is easy for the Kencycat to find it's prey. Its claws are razor sharp and are excellent weapons in a fight. Against a large group of people, it would rather run than fight to a certain death. When cornered, however, the Kencycat will fight for its life.


Gaze (Su): A gaze special attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrifaction, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways. Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.
Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details. A creature with a poison attack is immune to its own poison and the poison of others of its kind. The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).A successful save avoids (negates) the damage.
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack

  • including rake attacks if the creature also has the rake ability.
    Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
    Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Strength modifier). The creature’s descriptive text gives the exact amount. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Strength modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
    Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:
  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • The creature retains its hit points and saves.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    Detect Evil (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
    Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
    Spell Resistance (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.
    Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Some creatures have a limited form of telepathy, while others have a more powerful form of the ability.

    Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype. Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.

  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

    Society
    It usually lives alone, except when tame. It doesn't like strangers or others of it's kind. It is extremely loyal to its owner, if treated correctly. It mates every 5 years and has one child at a time. It lives to be 1,000 years old.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



  • Wander Home