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: -
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
Organization: Solitary
Treasure/Possessions: None
Source:
Converted
Some cats kept by elves have evolved into magical creatures, possibly aided by arcane means. Cath'quessirs, literally "elven cats," are very intelligent and have their own language. Many can also speak a crude form of Elven and other tongues. They are very stealthy and excellent climbers, and unlike other cats, they love water. They are frequently found swimming or playing in streams and puddles when not performing a task or mission for their master. Some live with gnomes, faeries, or woodland creatures, and also speak a basic form of their keepers' language. Looking like a normal house cat, most of these tiny creatures are about 1 foot long and have gray to brown fur with dark stripes. Cath'quessirs can be acquired as a familiar by means of the Improved Familiar feat beginning at 7th level. A wizard with a cath'quessir as a familiar develops a taste for swimming and playing in the water.
Combat
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.
In the Realms
Cath'quessirs are most commonly encountered in Cormanthor, particularly in the vicinity of the Elven Court, in the High Forest, particularly along the eastern fringe of that great woodland once claimed by Eaerlann, and in the Vale of Evereska.