3E Tressym
A Forgotten Realms creature described in the 2E Forgotten Realms boxed set.

Product Number: TSR 1085
Year Published:  1993

Converted from 2nd Edition to 3rd Edition D&D 
by Daksian (Devin Collins), daksian@hotmail.com
Last Updated: October 22, 2000

Summary of Conversion: This is simply taking a 2nd Edition Forgotten Realms creature and converting it to 3E.

BASIC STATISTICS
Tiny Magical Beast
Hit Dice: 2d10
Initiative: +4 (Dexterity)
Speed: 20 ft., fly 50 ft. (good)
AC: 16 (+2 size, +4 Dexterity)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d2-4, bite 1d4-4
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Qualities: Poison immunity, detect poison at will, heightened senses
Spell Resistance: 19
Saves: Fort: +3, Ref: +7, Will: +2
Abilities: Str 3, Dex 18, Con 10, Int 12, Wis 14, Cha 10
Skills: Hide +13, Listen +7, Move Silently +13, Spot +7, Tumble +8
Feats: Flyby Attack, Weapon Finesse: bite, Weapon Finesse: claw
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Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 2
Treasure:
Alignment: Often Chaotic Neutral
Advancement: 3-6 HD (Tiny)

COMBAT
Tressym use speed and stealth in combat, tactics they find useful in hunting as well.  They almost always try to ambush their prey.  They prefer to use their flyby attack if facing larger opponents, but they generally only attack such opponents if it is needful.
Poison Immunity (Ex): Tressym are completely immune to poison.
Detect Poison (Sp): At will, a tressym can detect poison as the spell as if the tressym were were a sorcerer equal in level to their hit dice.
Heightened Senses (Ex): Tressym have darkvision to a range of 120 feet as well as low-light vision.  They can also see invisible creatures within 90 feet.  Note that this is creatures, not all invisible things.  It has been suggested that tressym are sensitive to motion, accounting for why they cannot see invisible, stationary objects.

SKILLS
Like cats, tressym receive a +4 racial bonus to Hide and Move Silently checks.  They also use their Dexterity modifier for Climb checks.

TRESSYM FAMILIARS
On rare occassions, tressym can become familiars.  There are three requirements before this is possible, however: the caster must have the Leadership feat, a Charisma modifier of +2 or greater, and the consent of the tressym.  Actual role-playing must be involved, and the DM must take into account the personal desires of the tressym.

If all requirements are met, the joining can be made.  All the regular benefits of a familiar apply.  This makes the tressym at least a 3 HD creature.  Use normal monster advancement rules (giving out bonus skill points and feats, as appropriate).