Temporal Filcher (CR 3)
Alignment: Usually evil (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +10 and Spot +10
Languages: Does not speak
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 8d8+16 (52 hp)
Fort +5, Ref +5, Will +7
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +5
Attack: 4 claws +6 melee, bite +1 melee
Full Attack: 4 claws +6 melee, bite +1 melee
Damage: Claw 1d6+1, bite 2d6
Abilities: Str 13, Dex 17, Con 14, Int 7, Wis 12, Cha 10
Special Qualities: Psionics, time filch
Feats: Alertness; Improved Initiative
Skills: Listen +10, Move Silently +8, Spot +10, and Tumble +10
Advancement: 9-15 HD (Large)
Climate/Terrain: Any land and underground
A temporal filcher lurks in hiding (using its chameleon power) waiting for likely prey. It prefers to ambush creatures bringing up the rear of a group and gain a free partial action if possible to snatch a victim. It then retreats quickly into the near future, where it can press its attack in privacy. When badly wounded, the filcher escapes using its time filch ability (on itself only), or dimension door.
Psionics (Sp): At will -- chameleon, dimension door and distract. These abilities are as the powers manifested by a 15th- level psion.
Attack/Defense Modes (Sp): At will -- id insinuation/intellect fortress, mental barrier.
Time Filch (Su): If a temporal filcher hits a Large or smaller creature with two or more claw attacks, it latches onto the opponent's body and shifts forward in time 7 minutes as a free action. To observers, the filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and prey, no time passes at all. If conditions in the location have changed in the meantime (for instance, if the prey's companions have left), the victim must succeed at a Wisdom check (DC 15) or lose a round of action from disorientation. The ability is otherwise identical to time hop manifested by a 15th-level psion.
Feats: Temporal filchers gain Improved Initiative as a bonus feat.