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Wampus cat

Description Silurus glanis Date 1795-1797
Description Silurus glanis Date 1795-1797


The wise and wary
wampus cats make their lairs in deep rivers and lakes and secluded, backwater
swamps. They often hide in deep grottoes, under overhanging riverbanks,
and beneath the knees of vast cypresses. Wampus cats place no intrinsic
value on treasure and do not gather coins or gems they find in the water,
but they do collect magic items. Like mundane catfish, wampus cats are
bottom feeders of indiscriminate taste. They have been known to swallow
small humanoids that venture into the water. The goblin tribes of Brinestump
Marsh whisper fearful tales of a wampus cat called Gulpswaders. The smallest wampus
cats measure about eight feet long and weigh about 600 pounds. However,
the only limit on their growth is the size of their habitat. Rumors hint
that Huge or even Gargantuan wampus cats may dwell in the deepest recesses
of the great lakes.
Originally Posted by Charlie Bell of the Paizo forums.

 

On
this Thread

Catfish never stop growing.
Some cagey catfish who avoid manage to avoid fishermen and other predators for
more than a century grow to truly prodigious size, developing intelligence,
magical powers, speech, and even legs. These are known in legend as wampus cats.

Wampus
Cat CR 5
XP 1,600

N Large magical beast (aquatic)

Init +2; Senses darkvision 60 ft., keen scent, low-light vision; Perception
+16
Defense
AC 17, touch 11,
flat-footed 15 (+2 Dexterity, +6 natural, -1 size)

hp 51 (6d10+18)

Fort +10, Ref +7, Will +8
OFFENSE
Speed 20 ft., swim 40 ft.

Melee bite +10 (1d8+5 plus disease plus grab), spines +5 (1d6+2 plus poison), tail slap +10 (1d8+7)

Space 10 ft.; Reach 5 ft. (0 ft. with spines)

Special Attacks capsize, disease, poison, swallow whole (2d6 acid damage, AC 13, 5 hp)

Spell-Like Abilities (CL 6th; concentration +7)

 

Constant—nondetection,
speak with animals, speak with plants

 

At will—detect
animals or plants, detect magic, detect thoughts


3/day—clairaudience/clairvoyance,
invisibility

STATISTICS
Strength 20, Dexterity 15, Constitution
17, Intelligence 14, Wisdom 18, Charisma 13

Base Atk +6; CMB +12 (+16 grapple); CMD 24 (32 vs. trip)

Feats Great Fortitude, Iron Will, Skill Focus (Perception)

Skills Perception +16, Stealth +7 (+15 in water), Swim +22, Use Magic
Device +10; Racial Modifiers +8 Stealth in water

Languages Aquan, Common; speak with animals, speak with plants

SQ amphibious, barbels
ECOLOGY
Environment temperate
and warm rivers/lakes and swamps

Organization solitary

Treasure standard (no coins)
SPECIAL ABILITIES
Barbels (Ex) A
wampus catÂ’s whiskers, known as barbels, are prehensile and can manipulate
objects of up to 10 pounds. They are not useful for wielding weapons in
combat. They can, however, be used to activate magic items.

 

Disease (Ex) Filth
fever: Bite—injury; save Fort DC 16; onset 1d3 days; frequency 1/day;
effect 1d3 Dexterity damage and 1d3 Constitution damage; cure 2 consecutive saves. The
save DC is Constitution-based.

 

Natural Attacks
(Ex) A wampus catÂ’s venomous dorsal and pectoral fin spines are
secondary natural attacks that deal piercing damage. Since they have a
reach of 0 feet, a wampus cat normally uses them only when a creature
attempts to grapple it. A wampus catÂ’s powerful tail slap is a primary
natural attack and receives 1 1/2 times the creatureÂ’s Strength bonus
to damage.


Poison (Ex) Spines—injury; save Fort DC 16, frequency 1/round for 4 rounds, effect
1d4 Constitution, cure 1 save.

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Main Bestiary
 

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North American Monsters

The
Worlds of Mankind is owned and created by Mark John Goodwin

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