Faultless Tracker. The Cat Sith knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The Cat Sith also knows the location of its liege.
Sunlight Weakness. While in sunlight, Cat Sith has disadvantage on attack rolls, ability checks, and saving throws.
Innate Spellcasting. The Cat Sith innate spellcasting ability is Wisdom (spell save DC 16, +2 to hit with spell attacks). The Cat Sith can innately cast the following spells, requiring no components other than there be shadows present:
Spellcasting. The Cat Sith is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +2 to hit with spell attacks). The Cat Sith has following spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion, True Strike
1st level (4 slots): Expeditious Retreat, Hex, Hunter's Mark
2nd level (3 slots): Spider Climb, Pass without Trace, Find Trap, Beast Sense (on feline type creatures), Silence
3rd level (3 slots): Gaseous Form, Hypnotic Pattern, Fear, Counterspell, Water Walk
4th level (3 slots): Dimension Door
5th level (2 slots): Scrying
6th level (1 slots): Cirlce of Death, Conjure Fey (creature-like only), Eyebite
7th level (1 slots): Plane Shift, Finger of Death
8th level (1 slots): Demiplane (only to Cat Sith Layer), Feeblemind
9th level (1 slots): True Resurrection, Power Word Kill
Multiattack. In solid form, the Cat Sith makes two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or becomes Frightened.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
Drop. Melee Weapon Attack: +3 to hit, one creature, within 5ft, underneath the Cat Sith. Hit: (3d6) piercing damage per 10 feet fallen, up to 40 feet (12d6). Miss: The Cat Sith takes half the normal falling damage for the distance fallen but can cast Gaseous Form as a Bonus Action
Shadow Blend. While in dim light or darkness, Cat Sith can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until Cat Sith uses a bonus action to end it or until Cat Sith attacks, is in bright light, or is incapacitated.
Evasion. Cat Sith can nimbly dodge out of the way of certain area effects. When Cat Sith is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Cat Sith 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. Cat Sith regains spent legendary actions at the start of its turn.
Legendary Resistance (Costs 1 Action). If Cat Sith fails a saving throw, it can choose to succeed instead.
Teleport (Costs 2 Actions). Cat Sith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). Cat Sith casts a spell from its list of prepared spells, using a spell slot as normal.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Cat Sith is the Eldest Malk and a powerful faerie of the Unseelie Court.
They are a huge malk, about eighty to ninety pounds, the size of an adult mountain lion. Fur of pitch-black, apart from a white spot on its chest. They have an enormous aura, that can be felt from across a large room. Eyes of gold, and a shadow that appears much larger than it should, more in proportion to their power level than their apparent size.
Cat Sith takes the laws of hospitality very seriously. It is also one of Winter's most dangerous hunters.
They can seemingly vanish in or out of shadows effortlessly. Almost able to teleport onto enemies' heads… ripping them to shreds, much like a homicidal Cheshire Cat.
"Harry DresdenThey’ll keep their word, like any fae, if you can get them to give it in the first place. But think of how cats enjoy hunting, even when they aren’t hungry. Think about how they toy with their prey sometimes. Then distill that joyful little killer instinct out of every cat in Chicago and pour it all into one malk. They’re to cats what Hannibal Lecter is to people."
— Harry Dresden and Ms. Gard on Malks
Lair and Lair Actions
The Lands of the Winter Fey
Cat Sith can’t take lair actions in the Winter Court
The Faerie Lands (or The Nevernever, the realm of the spirit, the part closest to the mortal world) has close ties to and resembles the mortal world, in that it is mostly permanent and for the most part unchanging, and has several versions of weather. However, the rules of reality do not apply so strongly or in the same way there. It can be very treacherous—most who go, never come back.
Faerie is inhabited by faeries and "the fey", and ruled by the Faerie Courts. The land is divided into two territories, respectively controlled by the Summer Court and Winter Court. Each territory is permanently in its corresponding season. The majority of Faerie, however, is Wyld, or a no-man's-land. It is the largest place in the Nevernever, meaning all of the Ways pass through it at some point.
It is in constant perfect balance between light and darkness.
On initiative count 20 (losing initiative ties), Cat Sith can take a lair action to cause one of the following magical effects; Cat Sith can’t use the same effect two rounds in a row:
- Cat Sith rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Cat Sith targets one creature it can see within 30 feet of it. Cat Sith uses its Drop attack as a Bonus Action, the target must make a DC 18 Constitution saving throw. On a successful save, Cat Sith takes half the damage (rounded down), and the target takes the remaining damage.
- Cat Sith calls forth fey spirits of fey that died in its lair. These apparitions materialize and attack one creature that Cat Sith can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Regional Effects
Cat Sith imbues its shadow with powerful magic that creates one or more of the following effects:
- Cat Sith doesn’t roll with disadvantage.
- Cat Sith can not be ambushed, startled, or prisoned.
- Creatures Cat Sith chooses as allies have immunity to Blinded, Frightened, or Paralyzed, though this effect doesn’t protect against damage.
If Cat Sith dies, these effects fade over the course of 1d6 hours.
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