Small Humanoid, Chaotic Neutral
Armor Class 18 Plate
Hit Points 10 (2d6 + 3)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Athletics +2, Perception +4, Stealth +6
Senses Darkvision 30 ft., Passive Perception 14
Languages Common Only Listen --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Martial Advantage. Great Weapon Fighting: When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind. The catfolk have a limited well of stamina that they can draw on to protect yourself from harm. On catfolk turn, they can use a bonus action to regain hit points equal to 1d10 + fighter level. Once you use this feature, the catfolk must finish a short or long rest before you can use it again. 

Nine-Lives. Nine-Lives has 9 charges. When de HP of calfolk is reduce to 0 hit points but not killed outright, the catfolk gain saving throw equal to the charges of this ability. When the charges reaches 0 the catfolk gain +1d6 of life. 

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. 

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

 

Monster Tags: Misc Creature

Habitat: DesertForestGrasslandUrban

Banov