Tiny Fey, Any Good Alignment
Armor Class 12
Hit Points 2 (1d4)
Speed 20 ft., Climb 15 ft.
STR
3 (-4)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses Darkvision Cats can see in the dark, fight me , Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The Cat's spellcasting gives it the ability to cast the following spells. It can also be taught simple spell by the possessor of its charm (aka its "owner"), without requiring components: Mage hand, Magic Missile, Shield

Antimagic Susceptibility. The cat is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the cat must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. 

Actions

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

Description

It is a normal looking cat with no discerning aspect of its magical capabilities. Though upon bonding with the creature a humanoid will be alerted of a command word that will cause the cat to turn into a small charm attached to a chain. The charm is in the shape of something that has to do with its personality, name, or just a figure of the cat for simplicity. The command word is also something that can be chosen by the DM or the player. The spells that can be taught to the creature are to be determined by the DM depending on how over powered they want to allow this cat to be.

Previous Versions

Name Date Modified Views Adds Version Actions
8/13/2019 8:09:55 PM
22
1
1.0
Coming Soon

Monster Tags: Misc Creature

Habitat: DesertForestGrasslandUrban

justarandomluckybean

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