Misery Cat (modified for rules compliance from
Mercenaries)
Small Magical Beast
Hit Dice: 3d8+3 (16 hit points)
Initiative: +3 (Dexterity)
Speed: 20 feet, climb 20 feet
Armor Class: 15 (+1 size, +3 Dexterity, +1 natural); touch 14, flat-footed 12
BAB/Grapple: +3/-2
Attack: Bite +7 melee (1d6-1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +7 melee (1d6-1, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +2 melee (1d4-1, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like ability, rend, spit
Special Qualities: Scent
Saves: Fortitude +3, Reflex +6, Will +2
Abilities: Str 9, Int 6, Wis 12, Dex 16, Con 10, Cha 6
Skills: Balance +6, Climb +2, Hide +6, Move Silently +5, Spot +2
Feats: Toughness, Weapon Finesse
Environment: Any land and underground
Organization: Solitary or pack (2 - 8)
Challenge Rating: 3
Treasure: ¼ standard
Alignment: Usually chaotic evil
Advancement: 4 - 5 HD (Medium)
In their true form, misery cats resemble oversized weasels or ferrtes. These sneaks and scavengers derive their name from the fact that their ability to change shape allows them to dupe the settled folk from whom they steal their livelihood, often by disguising themsevles as domestic pets. Usually, they content themselves with snatching bits of food when no one is looking, like cuts of meat or pies left momentarily unattended. They have also been known to do much worse, making off with fowl or small animals, or even newborn children. Such cases are mostly likely the doing of a pack of several or more misery cats working together.
Misery cats occur in all environments and terrain types. In the wild, they live as scavengers and hunters of small animals. When they find themselves in proximity to settled peoples, they react as do vermin, realizing that civilization offers them a bounty richer than they could expect to find otherwise. They make pests of themselves, and their size enables them to make proportionally greater mischief than rats and insects. It is no wonder that they are hunted with a will whenever they are discovered.
Combat
If they are caught in the act of filching, misery cats will flee rather than fight it out. If cornered or caught with their chapechanging ability exhausted, they will do their best to get their pursuers to back off. If getting their backs up, baring their teeth, and hissing will not do, they will spit their highly acidic saliva to blind their foes and then attack with their teeth and claws.
Polymorph Self (Sp): Once per day, a misery cat may use
polymorph self as the spell cast by a 7
th level sorcerer.
Rend (Ex): If a misery cat sinks its teeth into a foe, it can dig in and rip flesh with its incisors to cause extra damage. Whenever it succeesd in a bite attack, it makes an opposed grapple check against its target. If successful, it automatically deals an extra 1d4 points of damage.
Spit (Ex): Unless surprised, a misery cat can spit in the face of an opponents to blind it before launching into melee combat. It can propel its saliva up to 30 feet (with range increments of 10 feet) as a ranged touch attack. A hit means that the target has been struck in the eyes and must make a DC 15 Fortitude save or be blinded as if by the spell
blindness. Every round thereafter, the affected creature may attempt another saving throw as a full round action by trying to flush its eyes. If successful, it is no longer blinded. Creatures with Blindsight are unaffected by this ability.
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