I used the basic Cat from the monster manual and modified it. hope you enjoy.
FEY CAT
Magical beast
Hit Dice: 4d6 (15hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +8/-8
Attack:Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d4-1) and bite –1 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: pounce, grab, rake, trip (each 1d4-1)
Special Qualities: Low-light vision, scent, Good Reflex and Will saves, Detect evil.
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse (racial feat). dodge. track.
Environment: Temperate forests
Organization: Domesticated or solitary
Challenge Rating: 1?
Advancement: —
Level Adjustment: —
Combat
Fey cats look like Siamese cats, save for a pair of fully functional feathery wings sprouting from their shoulders. They prefer to sneak up on their prey and can be trained as effective guard animals. Fey cats are slightly smarter than normal cats and can speak a bit of elvish, at least enough to let their allies know of any danger lurking about (such as orcs, goblins etc). They are also longer lived and most reach ages up to 110 years.
Skills: Fey Cats have a +4 racial bonus on Climb, Survival, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Fey 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, the Hide bonus rises to +8.
FEY CAT
Magical beast
Hit Dice: 4d6 (15hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +8/-8
Attack:Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d4-1) and bite –1 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: pounce, grab, rake, trip (each 1d4-1)
Special Qualities: Low-light vision, scent, Good Reflex and Will saves, Detect evil.
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse (racial feat). dodge. track.
Environment: Temperate forests
Organization: Domesticated or solitary
Challenge Rating: 1?
Advancement: —
Level Adjustment: —
Combat
Fey cats look like Siamese cats, save for a pair of fully functional feathery wings sprouting from their shoulders. They prefer to sneak up on their prey and can be trained as effective guard animals. Fey cats are slightly smarter than normal cats and can speak a bit of elvish, at least enough to let their allies know of any danger lurking about (such as orcs, goblins etc). They are also longer lived and most reach ages up to 110 years.
Skills: Fey Cats have a +4 racial bonus on Climb, Survival, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Fey 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, the Hide bonus rises to +8.
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