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CATERWAUL |
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Medium-Size Magical Beast |
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Hit Dice: 4d10+8 (30 hp) |
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Initiative: +6 (Dex) |
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Speed: 50 ft (on two legs) or 80 ft (on four legs), climb 20 ft |
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AC: 18 (+6 Dex, +2 natural) |
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Attacks: 2 claws +6 melee, bite +4 melee |
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Damage: Claw 1d4+2, bite 1d6+1 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Screech, pounce, improved grab, rake |
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Special Qualities: Scent, increased speed, darkvision 60 ft, low-light vision |
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Saves: Fort +6, Ref +8, Will +2 |
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Abilities: Str 14, Dex 22, Con 15, Int 7, Wis 12, Cha 6 |
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Skills: Balance +12, Climb +14, Hide +10*, Jump +7, Listen +6, Move Silently +12, Spot +6 |
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Feats: Multiattack |
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Climate/Terrain: Temperate forest and mountain |
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Organization: Solitary |
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Treasure: No coins; double goods (gems only); no items |
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Alignment: Always chaotic evil |
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Advancement: 5-12 HD (Medium-size) |
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The caterwaul is a vicious feline-like, bipedal creature. It has short midnight blue fur, yellow eyes, and a long catlike tail. It makes its home in caves, and litters it with twigs and rushes. |
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COMBAT |
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The caterwaul begins combat by utilizing its screech attack. After that, it uses its claws and bite attacks each round. A caterwaul will fight to the death. |
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Screech (Su): 3/day, 60-foot spread, the caterwaul can emit a high-pitched screech that deals 1d8 points of damage to anyone hearing it. A successful Fortitude save (DC 14) negates the damage. |
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Pounce (Ex): If a caterwaul leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. |
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Improved Grab (Ex): To use this ability, the caterwaul must hit with its bite attack. If it gets a hold, it can rake with its claws. |
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Rake (Ex): A caterwaul that gets a hold can make two rake attacks (+6 melee) with its claws for 1d4+2 damage each. |
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Increased Speed (Ex): The caterwaul can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the caterwaul cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (60 ft.). |
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It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook). |
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Skills: The caterwaul receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. |
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The Caterwaul first appeared in the 1e FF (1981). |