Vorpal Kitty (3.5e Creature)

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Vorpal Kitty
Size/Type: Small Magical Beast
Hit Dice: 5d10 (36 hp)
Initiative: +2
Speed: 60 burrow speed=500
Armor Class: 19 (+1 size, +2 Dex,+6 deflection), touch 16, flat-footed 16
Base Attack/Grapple: +5/-11
Attack: Bite +7 melee (1d8)
Full Attack: Bite +7 melee (1d8) and 2 Claws +9 melee (1d2-3)
Space/Reach: 5 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision out to 60 feet,low-light vision, and Charm
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 16
Skills: Balance +10, Climb +6, Hide +16, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon FinesseB mulitattack
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
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More information...

The first thing you see as you turn the corner to enter the cave is a family of cats licking blood off of each other. Then the smell of dead bodies and blood hits you. As you look around, a group of bodies (some headless) and a pregnant cat can be seen.

Vorpal Kitties and cats look like normal cats.

Combat[edit]

Vorpal Kitties prefer not to fight, but if they are cornered, a pack of them can be deadly.

Charm: By being cute, they can charm non-hostile people (including those only effected by Charm Monster) into being friendly to them. The DC is 17 (10 + spell level + Charisma mod).

Spell-Like Abilities: At will—Vorpal

Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.

Skills: Vorpal Kitties have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.



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