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HellcatCreature 7


LELargeBeastFiend
Source Pathfinder Bestiary 2
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages Infernal, Can't Speak Any Language, Telepathy 100 Feet
Skills Acrobatics +17, Athletics +17, Intimidation +14, Stealth +17, Survival +14
Str +6, Dex +4, Con +4, Int +0, Wis +3, Cha +1

AC 25; Fort +15; Reflex +17; Will +12; +1 status to all saves vs. magic
HP 110
Speed 35 feet
Weaknesses Good 5
Resistances Fire 10, Physical 5

Jaws One Action +18 (+13, +8) to hit 2d12+7 Piercing
Claw One Action +18 (+14, +10) to hit (agile) 2d8+7 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. MagicFade into the Light Reaction (divine, illusion)

Trigger The hellcat begins its turn in bright light


Effect The hellcat becomes Invisible until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed.

Fearful Attack

The hellcat deals an additional 1d6 precision damage to Frightened creatures.

Infernal Mindlink One Action (concentrate, divine, divination)

The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius.

While linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws.

Menacing Growl Two Actions (auditory, emotion, fear, mental, fiends)

The hellcat produces a low growl to disorient and frighten foes. The hellcat can cause this vocalization to originate from somewhere else within 30 feet. Non-fiends in a 15-foot burst must attempt a DC 25 will save.

The hellcat can't issue another Menacing Growl for 1d4 rounds.


Critical Success The creature is unaffected and is temporarily immune for 24 hours.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Pounce One Action

The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action Hidden, it remains hidden until after the ability's Strike.


Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures appears as skeletal smilodons, their bones smoking with heat and dripping with boiling blood, they are not undead. They are living hellspawn with transparent flesh that reveals their burning skeletons. A typical hellcat is 9 feet long and weighs 1,000 pounds.

Left to their own devices, hellcats spend their time hunting-that is, seeking and stalking prey just for the thrill of the chase. As fiendish creatures, they do not require mortal sustenance, but they do devour their prey for the sheer pleasure of inflicting pain. They are also far more intelligent than most assume, and they resent being treated as unintelligent animals; those who treat a hellcat as a one may find themself made into a trophy for its pack, as a hellcat goes to great lengths to coordinate elaborate revenge upon those who fail to show proper respect.

Though they can't speak, hellcats know Infernal and can communicate by telepathy with any creature capable of speech. They rarely say much except to make whispered threats and to acknowledge the orders of their diabolic masters.

Hellcats are quick to retreat if they are clearly outmatched or up against foes they're unable to reach, but they never forget prey that escapes them. They often track potential victims and recruit allies, including other hellcats, to make coordinated attacks or ambushes against their foes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.