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<blockquote data-quote="Phineas Crow" data-source="post: 1551441" data-attributes="member: 15347"><p><strong>Mummified Cat</strong></p><p><strong>Tiny Undead</strong></p><p></p><p><strong>Hit Dice</strong>: ½d12 (3 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: 20 ft. (4 squares)</p><p><strong>Armor Class</strong>: 21 (+2 size, +1 Dex, +8 natural) touch 13, flat-footed 20</p><p><strong>Base Attack/Grapple</strong>: +0/-10</p><p><strong>Attack</strong>: Slam +3 melee (1d4-2 plus mummy rot)</p><p><strong>Full Attack</strong>: Slam +3 melee (1d4-2 plus mummy rot)</p><p><strong>Space/Reach</strong>: 2-½ ft./0 ft.</p><p><strong>Special Attacks</strong>: Despair, mummy rot</p><p><strong>Special Qualities</strong>: Damage reduction 5/--, darkvision 60 ft., low-light vision, scent, undead traits</p><p><strong>Saves</strong>: Fort +0, Ref +1, Will +5</p><p><strong>Abilities</strong>: Str 6, Dex 13, Con --, Int 2, Wis 16, Cha 11 </p><p><strong>Skills</strong>: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3</p><p><strong>Feats</strong>: Weapon Finesse</p><p><strong>Environment</strong>: Any desert and underground</p><p><strong>Organization</strong>: Solitary, warden squad (2–4), or guardian detail (6–10)</p><p><strong>Challenge Rating</strong>: 3</p><p><strong>Treasure</strong>: Standard</p><p><strong>Alignment</strong>: Always lawful evil</p><p><strong>Advancement</strong>: --</p><p><strong>Level Adjustment</strong>: --</p><p></p><p><strong>Combat</strong></p><p></p><p><strong>Despair (Su)</strong>: At the mere sight of a mummified cat, the viewer must succeed on a DC 13 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummified cat’s despair ability for 24 hours. The save DC is Wisdom-based.</p><p></p><p><strong>Mummy Rot (Su)</strong>: Supernatural disease—slam, Fortitude DC 13, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Wisdom-based.</p><p></p><p>Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. </p><p></p><p>Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</p><p></p><p>To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.</p><p></p><p>An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p></p><p><strong>Skills</strong>: Mummified cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Mummified cats have a +8 racial bonus on 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.</p><p></p><p></p><p>------------------------------------------------------</p><p></p><p>I took the liberty of altering a few of the template changes to fit with 3.5, I did, however, stick with the wisdom-based save DCs instead of 3.5 mummy's Charisma-based save DCs.</p><p></p><p>Advancing the cat a few HD wouldn't hurt either.</p></blockquote><p></p>
[QUOTE="Phineas Crow, post: 1551441, member: 15347"] [b]Mummified Cat[/b] [b]Tiny Undead[/b] [b]Hit Dice[/b]: ½d12 (3 hp) [b]Initiative[/b]: +1 [b]Speed[/b]: 20 ft. (4 squares) [b]Armor Class[/b]: 21 (+2 size, +1 Dex, +8 natural) touch 13, flat-footed 20 [b]Base Attack/Grapple[/b]: +0/-10 [b]Attack[/b]: Slam +3 melee (1d4-2 plus mummy rot) [b]Full Attack[/b]: Slam +3 melee (1d4-2 plus mummy rot) [b]Space/Reach[/b]: 2-½ ft./0 ft. [b]Special Attacks[/b]: Despair, mummy rot [b]Special Qualities[/b]: Damage reduction 5/--, darkvision 60 ft., low-light vision, scent, undead traits [b]Saves[/b]: Fort +0, Ref +1, Will +5 [b]Abilities[/b]: Str 6, Dex 13, Con --, Int 2, Wis 16, Cha 11 [b]Skills[/b]: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3 [b]Feats[/b]: Weapon Finesse [b]Environment[/b]: Any desert and underground [b]Organization[/b]: Solitary, warden squad (2–4), or guardian detail (6–10) [b]Challenge Rating[/b]: 3 [b]Treasure[/b]: Standard [b]Alignment[/b]: Always lawful evil [b]Advancement[/b]: -- [b]Level Adjustment[/b]: -- [b]Combat[/b] [b]Despair (Su)[/b]: At the mere sight of a mummified cat, the viewer must succeed on a DC 13 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummified cat’s despair ability for 24 hours. The save DC is Wisdom-based. [b]Mummy Rot (Su)[/b]: Supernatural disease—slam, Fortitude DC 13, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Wisdom-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [b]Skills[/b]: Mummified cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Mummified cats have a +8 racial bonus on 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. ------------------------------------------------------ I took the liberty of altering a few of the template changes to fit with 3.5, I did, however, stick with the wisdom-based save DCs instead of 3.5 mummy's Charisma-based save DCs. Advancing the cat a few HD wouldn't hurt either. [/QUOTE]
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