Small Fey, Chaotic Neutral
Armor Class 15 Leather Armour
Hit Points 22 (3d8 + 2)
Speed 40 ft.
STR
6 (-2)
DEX
19 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws DEX +7, INT +3
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

A Few Little Traits. 

  • Rubbery Body. Catto's rubbery body grants its resilience from high drops! As such, when they would take fall damage, reduce it by half.
  • Stealth Pads. Catto's feet have small pads similar to a cat's, which aid them in their stealthy endeavors of keeping themself and their lifestyle secret. Their steps make no sound, regardless of the surface they are moving across.
  • Sticky Climb. Catto's natural pads on their feet grant them the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free. They have a climbing speed equal to their walking speed. However, the pads don't allow them to move this way on a slippery surface, such as one covered by ice or oil.
  • Sticky Climb. Your body is stretchy and malleable, and with some practice that unique trait can be used to allow you to reach farther distances than your little body could normally reach. This ability gives your arms and legs an additional 5ft. of reach as well as all melee attacks you could make.

Sneak Attack. Catto knows how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

 

Thieves' Cant. During Catto's rogue training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Assassinate. Catto's at their deadliest when they get the drop on their enemies. They have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit they score against a creature that is surprised is a critical hit.

Actions

DaggerAttack. Melee Weapon Attack: +2 to hit, range 20/60 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.

Shotsword Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.

Rapier Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage.

Bonus Actions

Cunning Action. Catto's quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

ChooserOfWays

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