Mousechaser

Climate/Terrain: Temperate or tropical/Wilderness, jungle, forest or plains (in particular, ruins in such areas)
Frequency: Rare
Organization: Solitary or pride
Activity Cycle: Any
Diet: Carnivore
Intelligence: Genius (17)
Treasure: Special, see notes.
Alignment: Neutral
No. Appearing: 1, 1+2d6 large cats, 1-5+2d6 large cats see notes
Armour Class: 4
Movement: 14
Hit Dice: 5
THAC0: 15
No. of Attacks: 2
Damage/Attacks: 1-8, 1-8
Special Attacks: Polymorph
Special Defences: Charm Cats, Camouflage
Magic Resistance: 35%, see notes
Size: M (4'6" - 6')
Morale: Very Steady (14)
XP Value: ???

Mousechasers resemble, in almost every way, very large calico domestic cats. But the Mousechaser is a dangerously cunning predator with some of the most deadly tactics in the animal world and an appetite for the hunt that is unparalleled among the large felines.

 

Combat: Before entering combat the Mousechaser will attack from afar using its one spell. A single target will be selected for the cat's polymorph, if a save with a -4 modifier is not made then the victim will be instantly transformed into a mouse one inch in length (including the tail) for every foot of his former height. All the victim's equipment remains unchanged and will fall from the mouse. In a polymorphed state the victim is capable of nothing that a normal mouse could not do.

The selected victim remains in the transformed state for one whole day, unless the effect is dispelled (for such purposes the Mousechaser counts as a level 10 spellcaster). Other polymorphs will not affect the mouse, the Mousechaser's spell will always take precedence. The hit points of the transformed individual remain the same, as do all saves. From any group the Mousechaser will always select the most brightly dressed, the largest, or the noisiest first.

The Mousechaser may only affect one person at a time with the polymorph, but if a save is made it may recast every round until a save is failed or after it is dispelled. Also, once the first victim is dead the Mousechaser may immediately (in the next segment after death occurs) cast again. The spell is not automatically negated by the death of the Mousechaser, but upon its death the victim is entitled to a save every hour with a -4 until it returns to normal (remember - the affected person will be naked and unequipped). In any event the spell will end after a day, whether saves are made or not.

Mousechasers will seek out the mouse and kill it, batting it with its paws (doing an automatic 6hp damage per combat segment) until the mouse is reduced to 0 hit points or less at which point the Mousechaser will eat the mouse. A victim which has been eaten is dead, the body cannot be recovered, but methods of returning life that do not require a body are not prohibited.

The senses of the Mousechaser are extremely acute (able to see at night as well as it can during the day), making it nearly impossible for the mouse to evade capture if it is without the protection of a party. The Mousechaser is also a cunning hunter which will bide its time until it can attack solitary party members and is almost never caught by traps.

 

Special Powers: The Mousechaser can see certain types of magic, all saves against magical traps are at a bonus of 3, no illusion is effective, charm-type spells do not function on the feline unless cast by a druid of at 12th level. A Mousechaser can never be polymorphed, natural polymorphing creatures (high-level druids, doppelgangers, etc.) are not affected by the cat's spell.

All other cats, of every size, seem subservient to the Mousechaser by means of a subconscious charm. Any non-monstrous feline that has seen the Mousechaser is automatically charmed - details are the same as the spell Charm Mammal. Monstrous felines (displacer beasts, etc.) are unaffected, but will regard the Mousechaser as a formidable foe and treat it with respect.

In their natural setting, Mousechasers are at a -1 to hit with ranged weapons due to their coats. When still the cat is almost invisible to the casual observer and could be passed-by within a few feet and not noticed. Mousechasers often travel through trees when they can, making them extremely difficult, if not impossible, to track (-10 to any attempt made from the ground, -4 to one made in the trees).

 

Treasure: The Mousechaser has no treasure as such, though territories occupied by one may have the scattered belongings of "prey" throughout. Potentially the grounds of a Mousechaser could prove to be a treasure trove, if a risky one. A dead Mousechaser can be sold for parts - its coat can be used to produce a cloak similar to a Cloak of Elvenkind with a 50% chance of having the ability to charm cats as per the charm mammal spell 3 times a day - the eyes can be used in the manufacture of a Wand of Polymorphing (reducing the cost of other materials needed by 75%) or as charms in themselves (when worn on a cat gut thread around the neck providing a +1 save vs. polymorph) - other body parts can be used by alchemists in a variety of potions and an average sized cat will sell for about 500 gold without coat and eyes.

 

Habitat/Society: Single Mousechasers will always be young males, the females are almost never found without a mate or cubs. Mousechasers are social animals and will often be found in prides with other large charmed cats (2d6 other cats of various type). Families of Mousechasers are very dangerous as even the youngest of cubs can cast polymorph and a mother may have a litter of up to 3 (each of which are 2 hit dice, AC 7, THACO 14). Families are always accompanied by a pride of charmed cats and the Mousechasers will use them as a defensive screen if they have to.

 

Ecology: Like all large cats the Mousechaser is at the top of its native food chain, it has no natural predators and hunts most creatures without fear, though it prefers intelligent prey. It only needs to eat one transformed victim a week, but often kills and eats two or three a day if it can. They will not eat any other meat and gain no sustenance from being force-fed. In the wild they live for upwards of 60 years, the oldest known was 72 though they may live even longer. They continue to grow throughout their life and elders of their race may have as many as eight hit dice, with a corresponding increase in stats.

(This creature comes from the custom world of Saas)

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