Tiny Fey, Neutral
Armor Class 19 Natural armor
Hit Points 372 (27d8 + 250)
Speed 40 ft., Climb 40 ft.
STR
15 (+2)
DEX
26 (+8)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
27 (+8)
Saving Throws DEX +16, CHA +16
Skills Acrobatics +14, Deception +18, Perception +14, Persuasion +18, Sleight of Hand +18, Stealth +18
Damage Resistances Damage Dealt By Traps
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 120, Darkvision 300, Truesight 120, Passive Perception 26
Languages Common, Leonin Grade 4 proficiency, Sphinx Grade 6 proficiency, Thieves' Cant
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If BartholoMew fails a saving throw, he can choose to succeed instead.

Assassinate. During his first turn, the boy has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the boy scores against a surprised creature is a critical hit.

Evasion. If the boy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the boy instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the boy deals an extra 49 (14d6) 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 boy that isn't incapacitated and the boy doesn't have disadvantage on the attack roll.

Spellcasting. The boy is a spellcaster. His spellcasting ability is CHA (spell save DC 24, +17 to hit with spell attacks). The boy has following sorcerer spells prepared:
Cantrips (at will): minor illusion, mind sliver
1st level (at will): disguise self, feather fall, shield

4th level (3 slots): greater invisibility, major image

8th level (1 slot): etherealness

Actions

Multiattack. The boy makes three claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 10) slashing damage.

Kitten's Meow (3/Day). BartholoMew emits a magical roar. Each time he meows before finishing a long rest, the meow is louder and the effect is different, as detailed below. Each creature within 500 feet of him and able to hear the meow must make a saving throw.

First Meow. Each creature that fails a DC 22 Charisma saving throw is charmed for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Meow. Each creature that fails a DC 22 Charisma saving throw is stunned and charmed for 1 minute. A charmed creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Meow. Each creature makes a DC 22 Constitution saving throw. On a failed save, a creature takes 78 (12d12) psychic  damage and is incapacitated. On a successful save, the creature takes half as much damage and isn't incapacitated.

Bonus Actions

Cunning Action

BartholoMew can take a bonus action on each of his turns in combat. This action can be used only to take the dash, disengage, or hide action.

Eye for Detail

The boy can use a bonus action to make a Wisdom (perception) check to spot a hidden creature or object or to make an Intelligence (investigation) check to uncover or decipher clues.

Sudden Strike

The boy can strike with deadly speed. If he takes the attack action on his turn, he can make one additional attack as a bonus action. This attack can benefit from Sneak Attack even if it has already been used this turn, but the boy can’t use his  Sneak Attack against the same target more than once in a turn.

Reactions

Uncanny Dodge

When BartholoMew is hit with an attack, he can use his reaction to halve the attack's damage.

Misdirection

The boy can sometimes cause another creature to suffer an attack meant for him. When he is targeted by an attack while a creature within 5 feet of him is in the path of that attack, he can use his reaction to have the attack target that creature instead of him.

Spell Thief

Immediately after a creature casts a spell that targets the boy or includes him in its area of effect, he can use his reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC is CHA 24. On a failed save, he negates the spell’s effect against him, and steals the knowledge of the spell if it is at least 1st level and at most 8th level (it doesn’t need to be a wizard spell). For the next 8 hours, he knows the spell and can cast it using his spell slots. The creature can’t cast that spell until the 8 hours have passed.

This feature cannot be used again until he casts the stolen spell.

Legendary Actions

The boy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The boy regains spent legendary actions at the start of his turn.

Fey Step. The boy teleports to an unoccupied space he can see within 30 feet of him.

Shadow Strikes (Costs 2 Actions). Provided he is in dim light or darkness, the boy causes his shadow to attack a creature within 10 feet of him. His shadow makes two claw attacks, each attack identical to his claw attack except that it deals psychic damage instead of piercing damage.

Quaff Potion (1 action): The Master Thief quaffs a potion in its inventory (which includes a potion of speed, a potion of invulnerability, and two potions of superior healing).

Description

BartholoMew is a tiny kitten. He was found by the side of the road, and taken into the care of a group of assassins. He quickly flourished under their tutelage, and his magical abilities came to light. He is an independent spirit and prefers to be left alone.

He has 5 eyes: three at the front of his head, and two at the back. He also has 6 toes on each paw. There are faint whisps of dark magical energy flowing off of his dark fur.

MVBell

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