Keen Hearing and Smell. The cat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The cat has advantage on an attack roll against a creature if at least one of the cat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bored. On a natural one for any action, the cat gets bored and either ceases to attack the party or leaves.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Cat Slaps. Melee Weapon Attack (x2): +5 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone.
Cat Pee. Cat Pee Attack: +6 to hit, reach 5 ft., multiple targets. The player must succeed on a DC 12 Constitution saving throw or take 1d12 poison damage.
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