Speed: 30 feet, fly 50 feet (good)
Armor Class: 14 (+2 Dexterity, +2 size)
Attack: Claw +4 melee (1d2-4, slashing, 20 x2)
Full Attack: 2 claws +4 melee (1d2-4, slashing, 20 x2) and bite -1 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: -
Special Qualities: Low-light vision, poison immunity, scent
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 3, Int 12, Wis 12, Dex 15, Con 10, Cha 13
Skills: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse
Environment: Any temperate or warm land
Challenge Rating: ¼
Alignment: Usually chaotic good
Tressym prefer to avoid combat with anything larger than themselves, often using their ability to fly to evade enemies. If they are forced to fight, they attack with their claws and bite.
Tressym as Familiars
Tressym can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of chaotic good, take the Improved Familiar feat, and be at least a 5th-level caster.
Tressyms as Animal Companions
A tressym may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a tressym as an animal companion.
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