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    Troll in the Playground

    Join Date
    Sep 2007
    Elemental Plane of Purple

    Default Re: GITP Monster Competition XXXVIII: Fear Itself

    Small Magical Beast
    Hit Dice: 6d10 (33 hp)
    Initiative: +7 (+3 Dex, +4 improved initiative)
    Speed: 30 feet (6 squares), Climb 20 ft.
    Armor Class: 17 (+4 Dex, +2 Deflection bonus, +1 Size), Touch 17, Flat-footed 13
    BAB/Grapple: 6/+4
    Attack: Claw+10 melee (1d3+2)
    Full Attack: 2 claws + 10 melee (1d3+2) and bite + 7 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Caterwaul, rake (1d3+1)
    Special Qualities: Darkvision 60 ft., low-light vision, the willies, unnatural fog
    Saves: Fort +5, Will +3, Ref +8
    Abilities: Str 14, Dex 17, Con 10, Int 7, Wis 12, Cha 15
    Skills: Balance +14, Climb +11, Hide+20, Jump +5, Listen + 6, Move Silently +10, Spot +6
    Feats: Alertness (B), Improved Initiative, Multiattack, Weapon Finesse (claw)
    Environment: Nocturnal rural and urban areas
    Organization: Solitary or Cluster (2-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually Chaotic Evil
    Advancement: None
    Level Adjustment: None

    Fog comes on little cat feet – Carl Sandburg

    Caterwauls are feline-like creatures, though few can claim to have seen a caterwaul other than to recall its malevolent cat-like eyes glaring through the fog. A caterwaul’s fur almost exactly matches the eerie fog, which surrounds it making it extremely difficult to see. However, anyone who has heard a caterwaul never forgets its fearful sound.

    A typical caterwaul is nearly 4 feet long and weighs around 30 pounds. While it resembles a typical housecat in appearance, it has the physique on par with that of a lion or tiger. They are deceptively powerful.

    The males tend to be solitary but the females frequently hunt in groups. Caterwaul kits reach adulthood at 6-8 months.

    They can speak Common but rarely choose to do so.


    Caterwauls prefer to keep their distance from predators while sneaking up on their prey. They use the fog that surrounds them to their advantage at all times and use their caterwaul against more powerful foes.

    Caterwaul (Su): Twice per day, a caterwaul can make a terrifying cat-like howl that can be heard for miles. The first time it does this, all creatures within a 90-foot radius must succeed on a DC 17 Will save or be affected as though a fear spell for 2d6 rounds. If it howls a second time during the same encounter, all creatures within 60 feet must succeed on a DC 17 Fortitude save or be paralyzed for 1d4 rounds and all those within 30 feet are deafened. The saves are Charisma-based. Caterwauls are immune to their own howls and to that of other caterwauls.

    Rake (Ex): A caterwaul can attack using its two rear claw attacks against grappled foes at +10 melee (1d3+1). It must begin its turn grappling to uses its rake.

    The Willies (Su): Living Creatures within 30 feet of a caterwaul suffer a -1 morale penalty to all actions for as long as they remain in the area.

    Unnatural Fog (Su): Surrounding the caterwaul at all times is an unnatural fog in a 100-foot radius. Wind, even magical wind, has no effect on the fog. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Caterwauls can see normally in natural fog, in their own fog, and in the fog of other caterwauls. The fog also provides the caterwaul a +2 deflection bonus to armor class.

    Living creatures that enter the fog are unnerved. Creatures with three or fewer hit dice are automatically Shaken; all other others must succeed on a Will Save DC 17 or be Shaken. The save is charisma-based.

    Skills: Caterwauls like other cats have a +4 racial bonus on Move Silently. However, they have a +10 racial bonus to Hide due to the unnatural fog that surrounds them. In addition, they have +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

    A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


    A Knowledge (Arcana) check reveals the following information about caterwauls:

    {table=head]DC | Result
    16 |Fog that doesn't dissipate may be caused by a caterwaul, a cat-like creature.

    21 |Caterwauls are nocturnal creatures and use their fearsome abilities against more powerful foes. This reveals all Special Qualities and Special Attacks.

    26 |Caterwauls are intelligent but are usually malevolent and are impossible to tame. [/table]

    Plot Hooks

    • A single caterwaul has set up residence near a popular tavern and is scaring away patrons.
    • A well-established female caterwaul has given birth to a single kit and is passionately patrolling her territory against all comers. She will attack with cutthroat determination but will flee with her kit if cornered.
    • A cluster of caterwauls has invaded an abandoned church in a bad section of the city. The fog attracts more unsavory villains and the city council is looking for adventures to combat the situation.

    Last edited by Mark Hall; 2013-04-05 at 01:35 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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