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Cat SithCreature 6


UncommonCNTinyFey
Source Pathfinder #153: Life's Long Shadows
Perception +14 (low-light vision)
Languages Sylvan, Speak With Animals
Skills Acrobatics +15, Deception +15, Stealth +15
Str +0, Dex +5, Con +2, Int +3, Wis +2, Cha +5

AC 23; Fort +14; Reflex +17; Will +14;
HP 110
Speed 35 feet
Immunities misfortune effects
Weaknesses Coldiron 5

Jaws One Action +12 (+7, +2) to hit 2d12+3 Piercing
Claw One Action +15 (+11, +7) to hit (agile, finesse) 2d6+5 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Ill Omen (aura, curse, misfortune, occult)

60 feet Aura

Any creature within the area that can see the cat sith must succeed at a DC 21 will save or become struck by an ill omen. On a failure, the creature becomes immune to fortune effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a -1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day.

Effect: Ill Omen

Cat Sith's Mark (curse, misfortune)

A creature hit by a cat sith's claw must succeed at a DC 23 will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse.


Effect: Cat Sith's Mark

Steal Soul Two Actions (necromancy, occult)

The cat sith touches a dying creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith's body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can't be brought back to life by any means short of a Wish or Miracle. The cat sith can hold only one soul at a time and can release a soul as a free action.


Occult Innate Spells (DC 23, +15 to hit)

2nd Level: Humanoid Form (At Will), Paranoia


Cat siths can easily pass for common black house cats, noteworthy only for the white spots on their chests and their unusually bristly personalities. In actuality, they are cunning fey, fully capable of speech, trickery, and even walking upright on their hind legs and using their forepaws almost as skillfully as hands. Cat siths live around highland towns and cities, regularly venturing unnoticed into nearby communities by posing as domesticated felines or using magic to take humanoid form. While some cat siths gather information and undertake tasks for more powerful fey creatures, others serve only their own mysterious agendas.

Cat siths are harbingers of misfortune and find amusement in the unluckiness that follows in their wake. Though they are rarely malicious, they are fascinated by death in all its forms, and may go so far as to steal the souls of the dying for some inscrutable purpose.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fey

Creatures of the First World are called the fey.