AC
13
Initiative
+3 (13)
HP
8
(1d6 + 2)
Speed
40 ft., climb 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 5 | -3 | -3 |
| DEX | 17 | +3 | +5 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
Skills
Investigation +3, Perception +4, Stealth +5
Resistances
Necrotic, Psychic
Immunities
Bludgeoning damage from falling; Grappled
Senses
Darkvision 60 ft., Passive Perception 15
Languages
Understands Common, but can’t speak it
CR
1 (XP 200; PB +2)
Traits
Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength.
Magic Resistance. The cat has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Necrotic damage.
Reactions
Feline Reflexes. Trigger: The cat is hit by a melee attack roll or AoE within 30 ft. while not suffering any conditions. Response: Impose Disadvantage on the oncoming melee attack, or gain Advantage on a Dexterity Saving Throw.