Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. Captain's innate spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). Captain can innately cast the following spells, requiring no material or somatic components:
- At will: Invisibility, Charm Person, Cat-apult, Catnap
- 3/day each: Counterspell, Confusion, Dispel Magic
- 1/day: Dimension Door, Haste (self only), Globe of Invulnerability
9 lives. When Captain is reduced to 0 hit points, he loses one of his 9 lives, but doesn't die outright. Instead, he disappears from his current location, and reappears 1d4 rounds later aboard his airship. If his airship no longer exists, he reappears with full hitpoints and resources in a safe place on another airship. This new airship then becomes Captain's. Only after the 9th time that he is killed does Captain truly die. He currently has 6 lives left.
Legendary Resistance (1/day). If Captain fails a saving throw, he can choose to succeed instead.
Multiattack. Captain makes two claw attacks and a toxoplasmotic bite attack
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3d8+3 slashing damage.
Toxoplasmotic Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+3 piercing damage, and the creature must then make a DC 16 Wisdom Save or be charmed by Captain, viewing him as a favoured ally until the end of their next turn. While charmed in this way, the creature will defend Captain and in attack anyone who targets the cat with an attack
Fascinating Lure. Captain purrs loudly, targeting a humanoid he can see within 30 feet that can hear him. The target must succeed on a DC 16 Wisdom saving throw or be charmed. While charmed by Captain, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, the creature is immune to the Captain’s Fascinating Lure for the next 24 hours. Captain has advantage on attack rolls against any creature petting or holding it.
Cat's Nimbleness. Captain can take the Dash or Disengage action as a bonus action on his turn.
Captain has 2 Legendary actions, which he can use only at the end of another creature's turn.
Fleet of foot. Captain uses 1 Legendary action to move up to his speed without provoking opportunity attacks. If someone is holding Captain, Captain can attempt to escape the grapple as part of this movement.
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