Celestial Sea Cat (3.5e Creature)
A typical sea cat is 12 feet long and weighs 800 pounds.
Celestial Sea Cat | |
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Size/Type: | Large Magical Beast (Extraplanar, Aquatic) |
Hit Dice: | 6d10+18 (51 hp) |
Initiative: | +1 |
Speed: | 10 ft. (2 squares), swim 40 ft. |
Armor Class: | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
Base Attack/Grapple: | +6/+14 |
Attack: | Claw +9 melee (1d6+4) |
Full Attack: | 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Rend 2d6+6 |
Special Qualities: | Darkvision 60 ft., hold breath, low-light vision, scent, Resistance to acid, cold, and electricity 5, Spell Resistance 11, Damage Reduction 5/magic |
Saves: | Fort +8, Ref +6, Will +5 |
Abilities: | Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 |
Skills: | Listen +8, Spot +7, Swim +12 |
Feats: | Alertness, Endurance, Iron Will |
Environment: | Temperate aquatic in any good-aligned plane |
Organization: | Solitary, pair, or pride (5–12) |
Challenge Rating: | 5 |
Treasure: | None |
Alignment: | Always good (any) |
Advancement: | 7–9 HD (Large); 10–18 HD (Huge) |
Level Adjustment: | — |
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COMBAT
Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.
Smite Evil (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a evil foe.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 x its Consitution score before it risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.
Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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