Cath'Quessir (CR 2)
Tiny Magical Beast
Alignment: Always chaotic neutral
Initiative: +4 (Dex); Senses: Listen +7 and Spot +7
AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Hit Dice: 1d10 (5 hp)
Fort +2, Ref +6, Will +1
Speed: 30 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -8
Attack: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d2-4, bite 1d3-4
Special Attacks/Actions: -
Abilities: Str 3, Dex 18, Con 11, Int 6, Wis 13, Cha 14
Special Qualities: Spell-like abilities, SR 15, resistance to enchantments
Feats: Weapon Finesse (bite) (B), Weapon Finesse (claw)
Skills: Balance +13, Climb +9, Hide +22*, Jump +13, Listen +7, Move Silently +14, Spot +7, and Swim +5
Advancement: 2-3 HD (Tiny)
Climate/Terrain: Temperate forest
Cath'quessirs have magical abilities they use to avoid enemies. Whatever their decided course of action, however, they always try to use their detect thoughts ability to determine intent.
Spell-like abilities: At will - detect thoughts; 2/day - reduce and tree shape (may only assume the form of a tree limb); and 1 /day - enlarge and trip (see below). A cath'quessir's enlarge ability doubles its size from Tiny to Small, altering its statistics as follows: AC 15 (+1 size, +4 Dex), touch 15, flat-footed 11; Atk 2 claws +6 melee, bite +1 melee; Dmg claw 1d3-1, bite 1d4-1; Strength 8; Hide +18. Except as noted, these abilities are as the spells cast by a 9th-level sorcerer (DC 12 + spell level).
Resistance to Enchantment (Ex): Cath'quessirs gain a +2 racial saving throw bonus Enchantment spells and effects.
Familiar Special Ability: Cath'quessirs grant their masters a +2 modifier on Balance and Move Silently checks. In addition, they may grant their master their enlarge, reduce, tree shape, and trip spell-like abilities, with a corresponding reduction to the number of times per day they may use those abilities. For example, a cath'quessir may grant his master the ability to cast tree shape once, leaving the cat with the power to cast tree shape on itself once more that day.
Skills: Cath'quessirs receive a +4 racial bonus to Climb, Listen, and Spot checks and a +8 racial bonus to Balance, Hide, Jump, and Move Silently checks. They use their Dexterity modifier for Climb, Jump, and Swim checks. Cath'quessirs ignore the maximums for jumping distance. * In areas of tall grass or heavy undergrowth, their Hide bonus rises to +12.