Monday, January 3, 2011

General Rules: Monsters - Cat

Cat (from the Monster Manual)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 16 (+4 size, +2 Dexterity); touch 16, flat-footed 14
BAB/Grapple: +0/-12
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: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 3, Int 2, Wis 12, Dex 15, Con 10, Cha 7
Skills: Balance +10, Climb +6, Hide +16 (+20 in areas of tall grass or undergrowth), Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Skill Augmentation (Hide and Move Silently), Weapon Finesse
Environment: Temperate plains or urban
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

The statistics presented here describe a common housecat.

Combat
Cats prefer to sneak up on their prey.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. In areas of tall grass or heavy undergrowth, their racial Hide bonus rises to +8.

Cats as Familiars
Cats can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with cat familiars gain a +3 bonus to Move Silently checks.

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