Tiny Aberration, Any Chaotic Alignment
Armor Class 12
Hit Points 15 (1d10 + 10)
Speed 40 ft., Climb 30 ft.
STR
3 (-4)
DEX
15 (+2)
CON
10 (+0)
INT
6 (-2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +4
Skills Acrobatics +5, Deception +3, Perception +3, Stealth +4
Damage Resistances Psychic
Damage Immunities Thunder
Senses Darkvision 120 ft, Passive Perception 15
Languages -- Does not speak any language, but can communicate simple concepts through their mimicry trait.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Smell. The Caterwaul has advantage on Wisdom (Perception) checks that rely on smell.

Balancing act. The Caterwaul takes half damage from falling and always lands on its feet. It also has proficiency in acrobatics. 

Mimicry. The Caterwaul can memorize any sound it hears for 1d10 weeks and perfectly replicate it. 

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 (1d4) slashing damage.

Piercing shriek. The Caterwaul shrieks. This shriek can be heard for 500 feet away. The damage radius is 30 feet. Any living beings in the 30 feet radius must make a constitution saving throw. If they succeed, they take half damage. This attack does 1d10+5 Thunder damage. 

Description

People often complain about cats making noise on their fences and in garbage cans. However, when they hear humans talking at night and ear-piercing shrieks replace the usual sound of the cats, that means a Caterwaul has formed.

A Caterwaul mysteriously appears whenever a humanoid mistreats noisy alley cats. Angered by the mistreatment, the Caterwaul’s only goal is to drive the humanoid to madness by being as noisy as possible, at all times during the night. 

After this, the Caterwaul disappears. However, a Caterwaul can be tamed by a kind humanoid. If this happens, they act much like a pet cat, only more intelligent, roughly as smart as a chimp, and more noisy.  

Habitat: DesertForestGrasslandUrban

Huggletime

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