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DweomercatCreature 7


UncommonCNMediumBeast
Source Pathfinder Bestiary 2
Perception +15 (darkvision, detect magic, scent (imprecise) 30 feet)
Languages Common, Sylvan
Skills Acrobatics +17, Arcana +16, Nature +15, Stealth +17, Survival +15
Str +4, Dex +4, Con +3, Int +3, Wis +4, Cha +5

AC 25; Fort +12; Reflex +17; Will +17; +1 status to all saves vs. magic
HP 100
Speed 35 feet

Jaws One Action +17 (+12, +7) to hit (magical) 2d10+7 Piercing
Claw One Action +17 (+13, +9) to hit (agile, magical) 2d8+7 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicAlter Dweomer Reaction (abjuration, arcane)

Trigger The dweomercat is targeted by a spell or is within the area of a spell as it is cast


Effect The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first.

Dweomer Leap Two Actions (arcane, conjuration, teleportation)

Prerequisites The dweomercat has at least one Dimension Door spell remaining


Effect The dweomercat casts dimension door, then can make a melee Strike against one creature adjacent to it at the end of its teleport. If the dweomercat ends its teleport adjacent to a creature under an ongoing spell effect or who cast a spell since the dweomercat's last turn, this does not expend a casting of dimension door.

Pounce One Action

The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action Hidden, it remains hidden until after this ability's Strike.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Arcane Innate Spells (DC 26, +16 to hit)

Cantrips (4th Level): Detect Magic (Constant)
4th Level: Dimension Door, Dispel Magic (At will), Globe of Invulnerability


Dweomercats are magically gifted felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are sometimes encountered in areas of the Material Plane where the veil to the First World is thin, or in regions where magic has been irreparably warped. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or tap into to instantly teleport across the battlefield.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.