Keen Smell. The cat sith has advantage on Wisdom (Perception) checks that rely on smell.
No Luck. A hit from the cat sith's claws forces the target to make a DC 13 Charisma saving throw or have luck turn a blind eye. On a failed save, the target cannot have advantage or disadvantage on any rolls for the next 1d4 turns. Effects are cumulative.
Stealthy. While in dim or no light, the cat sith has advantage on Dexterity (Stealth) checks.
Multiattack. The cat sith attacks twice with its claws and once with its bite.
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4-1) slashing damage.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d6-1) piercing damage.
Description
This slinky black feline has a single white spot on its chest. Its mannerisms and movements are eerily human but is otherwise nearly indistinguishable from a normal, albeit large and a bit fey, housecat.
Unpredictable yet sophisticated, these strange beings use their unassuming appearances to infiltrate civilized areas, either serving as spies for powerful spellcasters or entertaining their own unknowable agendas.
Many cultures fear cat siths and tell myths about their otherworldly powers. Cat siths are heavier than most housecats, weighing between 25 and 30 pounds. A cat sith is nearly 2 feet long from its nose to the base of its tail.
Comments