Lightfooted. The Cait Sith can take the Dash or Disengage action as a bonus action on each of its turns.
Fey Ancestry. The Cait Sith has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Suave Defense. While the Cait Sith is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Sneak Attack (1/Turn). Cait Sith deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Cait Sith that isn’t incapacitated and the Cait Sith doesn’t have disadvantage on the attack roll or there is no other creatures within 5 feet of the Cait Sith except for the target.
Feline Footwork. When the Cait Sith make a melee attack against a creature, that creature can’t make opportunity attacks against the Cait Sith for the rest of the Cait Sith's turn.
Evasion. If the Cait Sith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Innate Spellcasting. The Cait Sith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: true strike, minor illusion, friends, vicious mockery
1/day: faerie fire, disguise self
Multiattack. Cait Sith makes three attacks with its rapier.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 6) piercing damage.
Parry. The Cait Sith adds 3 to its AC against one melee attack that would hit it. To do so, the Cait Sith must see the attacker and be wielding a melee weapon.
Previous Versions
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