Devil's Sight. Magical darkness doesn't impede the cattus' darkvision.
Magic Resistance. The cattus has advantage on saving throws against spells and other magical effects.
Keen Perception. The cattus has advantage on perception checks involving smell or hearing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Invisibility. The cattus magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the cattus wears or carries is invisible with it.
Description
A lean and sleak black cat on first glance it takes a perception check of 25 or higher to notice these "cats" wings if they don't want you to notice them. They have large ears, some might say bat sized, and are quite ferocious. They make excellent familiars if you know how to handle them but when given a mission they will see it though and if you're on the wrong side of that mission, I feel bad for you.
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