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Temporal Filcher

The single-horned creature before you stands 8 feet tall and is balanced on a single leg, a leg which appears to end in a prehensile foot. Four elongated, multi-jointed arms extend outward from its body, its clawed hands reaching toward you.

Temporal Filcher CR 3

XP 800
NE Large aberration (psionic)
Init +7 Senses darkvision 60 ft., Perception +12

DEFENSE

AC 16, touch 13, flat-footed 12 (+3 Dex, +1 dodge, +3 natural, –1 size)
hp 52 (8d8+16)
Fort +4, Ref +5, Will +7

OFFENSE

Speed 40 ft.
Melee 4 claws +6 (1d6+1 plus grab) and bite +6 (1d8+1) and horn +1 (1d4)
Space 10 ft.; Reach 10 ft.
Special Attacks time filch

Psi-like Abilities (ML 8th)

At-willchameleon, distract (DC 13), fold space, defy gravity, wall walker;

3/ daymental barrier.

The save DC is Charisma-based.

STATISTICS

Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 14
BAB +6; CMB +8 (+12 to grapple); CMD 22
Feats Alertness, Dodge, Improved Initiative, Mobility
Skills Acrobatics +14, Perception +12

SPECIAL ABILITIES

Time Filch (Su)

If a temporal filcher successfully grapples a Large or smaller creature, it latches onto the opponent’s body and shifts 7 minutes forward in time as a free action. Observers (if any) see the temporal filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and its prey, no time passes at all. The victim must succeed on a Will save (DC 16) or be dazed for 1 round from temporal disorientation. The ability is otherwise identical to time hop manifested by an 8th-level manifester.

Grab (Ex)

To use this ability, a temporal filcher must hit a creature of Large size or smaller with two claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

If it wins the grapple check, it establishes a hold and uses its time filch ability.