# Temporal Filcher >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d8 (×2) > >Melee/Ranged: +6/+8 > >Secondary: +1/+3 > >Multiattack: +4/+6 > >M/R_PA: +6/+8 > >2nd/PA: +1/+3 > >MA_PA: +4/+6 > >Itterative: 2 > > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0 > > xDCs:: Str: 15; Dex: 17; Con: 16; Int: 12; Wis: 15; Cha: 14 > > xFeat:: 2/4 (2) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Temporal Filcher</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Psionics Handbook</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Large Aberration **Init** +7 **Perception** +3 #### defense **AC** 15, 12 touch, 12 flat-footed (+3 Dex, +3 natural, -1 size) **hp** 48 (8d8+16) **Fort** +4, **Refl** +5, **Will** +7 **Feint** 17, **Demoralize** 19 #### offense **Speed** 40 ft. **Melee** bite +8 (bite 2d6+1 plus poison) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** feats, time filch #### statistics **Str** 13, **Dex** 17, **Con** 14, **Int** 7, **Wis** 12, **Cha** 10 **BAB** +6, **CMB** +8, **CMD** 21, **TA** +6, **RTA** +8 **Feats** [[Alertness]], [[Improved Initiative]] **Skills** Acrobatics +14 (+4 when jumping), Perception +3, Stealth +12 **Languages** #### special abilities ### Feats (Ex) Temporal filchers gain Improved Initiative as a bonus feat. A temporal filcher lurks in hiding (using its chameleon power) waiting for likely prey. It prefers to ambush creatures bringing up the rear of a group and gain a free partial action if possible to snatch a victim. It then retreats quickly into the near future, where it can press its attack in privacy. When badly wounded, the filcher escapes using its time filch ability (on itself only), or dimension door. ### Time Filch (Su) If a temporal filcher hits a Large or smaller creature with two or more claw attacks, it latches onto the opponent's body and shifts forward in time 7 minutes as a free action. To observers, the 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 prey, no time passes at all. If conditions in the location have changed in the meantime (for instance, if the prey's companions have left), the victim must succeed at a Wisdom check (DC 15) or lose a round of action from disorientation. The ability is otherwise identical to time hop manifested by a 15th-level psion.