Cath'Quessir (CR 2)
Tiny Magical Beast
Alignment: Always chaotic neutral
Initiative: +4 (Dex); Senses: Listen +7 and Spot +7
AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Hit Dice: 1d10 (5 hp)
Fort +2, Ref +6, Will +1
Speed: 30 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -8
Attack: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d2-4, bite 1d3-4
Special Attacks/Actions: -
Abilities: Str 3, Dex 18, Con 11, Int 6, Wis 13, Cha 14
Special Qualities: Spell-like abilities, SR 15, resistance to enchantments
Feats: Weapon Finesse (bite) (B), Weapon Finesse (claw)
Skills: Balance +13, Climb +9, Hide +22*, Jump +13, Listen +7, Move Silently +14, Spot +7, and Swim +5
Advancement: 2-3 HD (Tiny)
Climate/Terrain: Temperate forest
Organization: Solitary
Treasure/Possessions: None
Source:
Converted
Spell-like abilities: At will - detect thoughts; 2/day - reduce and tree shape (may only assume the form of a tree limb); and 1 /day - enlarge and trip (see below). A cath'quessir's enlarge ability doubles its size from Tiny to Small, altering its statistics as follows: AC 15 (+1 size, +4 Dex), touch 15, flat-footed 11; Atk 2 claws +6 melee, bite +1 melee; Dmg claw 1d3-1, bite 1d4-1; Strength 8; Hide +18. Except as noted, these abilities are as the spells cast by a 9th-level sorcerer (DC 12 + spell level).
Resistance to Enchantment (Ex): Cath'quessirs gain a +2 racial saving throw bonus Enchantment spells and effects.
Familiar Special Ability: Cath'quessirs grant their masters a +2 modifier on Balance and Move Silently checks. In addition, they may grant their master their enlarge, reduce, tree shape, and trip spell-like abilities, with a corresponding reduction to the number of times per day they may use those abilities. For example, a cath'quessir may grant his master the ability to cast tree shape once, leaving the cat with the power to cast tree shape on itself once more that day.
Skills: Cath'quessirs receive a +4 racial bonus to Climb, Listen, and Spot checks and a +8 racial bonus to Balance, Hide, Jump, and Move Silently checks. They use their Dexterity modifier for Climb, Jump, and Swim checks. Cath'quessirs ignore the maximums for jumping distance. * In areas of tall grass or heavy undergrowth, their Hide bonus rises to +12.
Cath'quessirs have magical abilities they use to avoid enemies. Whatever their decided course of action, however, they always try to use their detect thoughts ability to determine intent.