The Eighth Day
Have you seen Bearded Devil? No? Well, click on that link and check it out. There’s some cool stuff featured there. The site first caught my attention due to a shared pic of the “Zymotic Ward Rookery”. Click here to see what I’m talking about. What most caught my attention in the pic was the bottom right corner’s headline about a “Fluxcat Infestation”. I have no idea what a fluxcat is beyond the information in that one paragraph, but I do know that day eight of twelve means I need to write up my version of the critter.
On the eighth day of searching / My party came upon: / eight mewling fluxcats, / seven rapid oozes / six vile ogbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.
The fluxcat is a magical feline brought to the Material Plane from Limbo, probably by some plane-hopping wizard. The creatures escaped captivity or were set free, and have bred and spread, especially in certain cities. The fluxcat appears much like a domestic cat, except for its distorted face and trifurcated tail covered with scintillating fur.
AD&D Version
Frequency: Rare
No. Appearing: 2-12
Armor Class: 6
Move: 12″
Hit Dice: 2-5 hit points
% in Lair: 25%
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-2/1-2/1
Special Attacks: See below
Special Defenses: Surprised 1 in 6 times
Magic Resistance: 15%
Intelligence: Semi-
Alignment: Chaotic neutral
Size: S (1′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 1/hp
The fluxcat is an efficient hunter, moving with grace and stealth. It suprises others 5 in 6 times, and its keen senses mean it’s surprised only 1 in 6 times. The fluxcat is capable of bursts of speed, doubling its movement rate to 24″ for 1-4 rounds every turn. The fluxcat attacks with its claws and sharp teeth. If both front claws hit, the fluxcat rakes with its rear claws for 1-2/1-2 points of damage.
Once per turn, the fluxcat may emit a variegated yowl. Flashes of various colors accompany this unearthly noise, which affects a cone 1″ long with a 1/2″ base diameter. Creatures caught in the cone must make a saving throw versus spells. The effect of a failed save depends on the victim’s Hit Dice. A victim with 1 or fewer Hit Dice is confused. A victim with 2-4 Hit Dice is stricken with a debilitating headache, and one with 5-6 Hit Dice suffers bleeding, usually from the nose. Each of these effects lasts for 2-8 melee rounds. The debilitating headache imposes a -2 “to hit” penalty on attack rolls and a 10% chance of spell failure. Each round of bleeding has a 25% chance of causes 1 hit point of damage due to blood loss.
The fluxcat’s strange tails are useful as “reagents for transmutation potions.” A fluxcat’s tails can fetch prices as high as 50 gold pieces each.
5E D&D Version
Tiny aberration, chaotic neutral
Armor Class 13
Hit Points 7 (2d4+2)
Speed 30 ft., climb 20 ft.
Ability Scores STR 5 (-3), DEX 17 (+3), CON 12 (+1), INT 5 (-4), WIS 14 (+2), CHA 9 (-1)
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1/4 (50 XP)
Burst of Speed (Recharge 5-6). The fluxcat can move up to its speed as a bonus action.
Keen Sight and Hearing. The fluxcat has advantage on Wisdom (Perception) checks that rely on sight or hearing.
Magic Resistance. The fluxcat has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fluxcat makes three attacks: two with its claws, one with its bite. Its claws score a critical hit on a roll of 19 or 20.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Variegated Yowl (Recharge 6). The fluxcat emits a bizarre yowl accompanied by flashing colors that affects a 10-foot cone. Each creature in the area must make a DC 13 Wisdom saving throw. Roll 6d10; the total is how many hit points of creatures the cone can effect. Creatures are affected in ascending order of their current hit points (ignoring unconscious creatures). A creature that fails its saving throw by more than 5 or more becomes confused (as per confusion). A creature that fails its saving throw by more than 2 but less than 5 suffers a debilitating headache (treat as poisoned). Any other creature that fails its saving throw starts to bleed, suffering 1 point of damage at the start of its turn. Each of these different effects lasts for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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