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Cat Sith

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This slinky black feline has a single white spot on its chest. Its mannerisms and movements are eerily human.

Cat Sith CR 2

XP 600
CN Tiny magical beast
Init +3; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +6

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +2

OFFENSE

Speed 30 ft.
Melee 2 claws +4 (1d2–1 plus no luck), bite +4 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks false curse (DC 15)
Spell-Like Abilities (CL 3rd; concentration +5)

Constantsee invisibility
3/dayghost sound, hypnotism, magic aura
1/weekrest eternal

STATISTICS

Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 13
Feats Ability Focus (false curse), Stealthy
Skills Bluff +4, Escape Artist +5, Perception +6, Stealth +18
Languages Common; speak with animals

SPECIAL ABILITIES

False Curse (Su)

Once per day, a cat sith can fool a creature into believing it has been cursed by the cat sith's black magic. The target must be within 60 feet and must be able to see the cat sith to be affected by the false curse (Will DC 15 negates). An affected creature takes a –4 penalty on attack rolls, saving throws, ability checks, and skill checks, as if affected by bestow curse. Because this effect is not a true curse, the target gains a new saving throw to end the effect at the beginning of each day. This is a language-dependent, mind-affecting effect that can be affected by remove curse.

The save DC is Charisma-based.

Familiar Service

A 7th-level spellcaster with the Improved Familiar feat can gain a cat sith as a familiar.

No Luck (Su)

A creature hit by a cat sith's claws must succeed at a DC 13 Will save or be stricken with lucklessness. For 1d4 rounds, the affected creature can't benefit from any luck bonuses. The save DC is Charisma-based.