Tabaxi (CR 1)
Medium Monstrous Humanoid
Alignment: Usually chaotic neutral
Initiative: +2 (Dex); Senses: scent, Listen +5, and Spot +5
Languages: Tabaxi and Common
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +2, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: 2 claws +2 melee; or greatclub +2 melee; or javelin +4 ranged
Full Attack: 2 claws +2 melee; or greatclub +2 melee; or javelin +4 ranged
Damage: Claw 1d3; or greatclub 1d10; or javelin 1d6
Special Attacks/Actions: Improved Grab, rake 1d4
Abilities: Str 10, Dex 13, Con 15, Int 11, Wis 13, Cha 11
Special Qualities: camouflage
Skills: Climb +2, Hide +4*, Listen +5, Move Silently +6, Spot +5, and Survival +4
Advancement: By character class
Climate/Terrain: Warm jungle
Organization: Band (2-8) or clan (10-60 plus 50% noncombatants, plus 1 4th-level elder, plus 1 5th-level shaman per 20 adults).
Improved Grab (Ex): To use this ability, a tabaxi must hit with its claw attack. If it gets a hold, it can rake with its rear claws.
Rake (Ex): A tabaxi that gets a hold can make two rake attacks (+2 melee) with its hind legs for 1d4 damage each.
Camouflage (Ex): Gives +4 to Hide checks in vegetation.
Tabaxi gain a +2 racial bonus to Listen and Spot checks, and a +4 racial bonus to Move Silently checks.
The Tabaxi first appeared in the Fiend Folio (1981).