Temporal Filcher

A temporal filcher is a large, four-armed creature with the ability to rend a hole in time. The creature bounds on a single limb. It is a dangerous predator capable of separating its prey in a unique way.

Time Jumping. A temporal filcher can leap ahead in time, and it can drag another creature with it. This allows it to escape strong foes and isolate a weaker victim for an easier kill.

Grappler. A temporal filcher uses its arms to grapple creatures to shunt to the future when it can disable and then consume them in its massive maw.

Ambusher. It prefers to ambush its foes, using its powers to approach undetected before springing into battle to abscond with one target. Some temporal filchers will time hop where they expect a target to be to surprise their foes, but most temporal filchers lack the intellect for such ambushes.

Able Combatant. Despite having a single leg, a temporal filcher is an agile foe, able to quickly traverse terrain or to rapidly rush its foes to gore with its singular horn.

Temporal Filcher

Large aberration, typically evil

Armor Class 15 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 40 ft., climb 40 ft.

STR

13 (+1)

DEX

17 (+3)

CON

14 (+2)

INT

7 (−2)

WIS

12 (+1)

CHA

14 (+2)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 3 (700 XP)                              Proficiency Bonus +3


Charge. If the temporal filcher moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) damage.

Power Manifesting. The temporal filcher is an 8th-level manifester. Its manifesting ability is Charisma (power save DC 13, +5 to hit with power attacks). It has 30 power points to spend on the following powers: chameleon, dislocation, mental barrier, muddle.

Temporal Edge. The temporal filcher has advantage on initiative rolls.

Actions

Multiattack. The temporal filcher makes six attacks: one with its bite, one with its horn, and four with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) slashing damage. If the target is a creature and hit by at least two claw attacks, it is grappled (escape DC 12).

Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Bonus Actions

Time Hop (Recharge 6). The temporal filcher and up to one creature it grapples shift up to 7 minutes forward in time. To onlookers, the temporal filcher and its target simply vanish and then reappear in the exact same position after the chosen time has passed. For the temporal filcher and its target, no time passes at all. The target must succeed on a DC 13 Intelligence saving throw or be incapacitated until the end of its next turn from temporal disorientation. If the space is occupied when the temporal filcher reappears, the temporal filcher is moved to the nearest unoccupied space.