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Catfolk Name Collector

Name collectors are esteemed touchstones of catfolk culture. They record

the adventures of catfolk heroes, speak to spirits, and tell legends about

strange and faraway places.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Catfolk Name CollectorCreature 6

Medium Catfolk Humanoid 
Source NPC Core pg. 172
Perception +13; low-light vision, spiritsense (imprecise) 30 feet
Languages Amurrun, Common
Skills Catfolk Lore +15, Occultism +12, Performance +14, Society +12
Str +0, Dex +4, Con +1, Int +2, Wis +1, Cha +4
Spiritsense The name collector senses spirits, embodied or not (including living creatures, most non-mindless undead, and haunts).
Items +1 sickle, scroll of command, scroll of protection, leather armor
AC 24; Fort +11, Ref +14, Will +13
HP 70
Name the Worthy [reaction] (auditory, linguistic, mental) Frequency once per day; Trigger Another creature critically succeeds at a check; Effect The name collector honors the achievement with a new name. The creature gets a +1 status bonus on the same check until their next daily preparations. They become temporarily immune for 1 month.
Speed 25 feet
Melee [one-action] sickle +15 [+11/+7] (agile, finesse, magical, trip), Damage 1d4+9 slashingMelee [one-action] claw +14 [+10/+6] (agile, finesse, unarmed), Damage 1d4+9 slashingOccult Prepared Spells DC 24, attack +16; 3rd heroism, illusory creature; 2nd laughing fit, see the unseen, soothe; 1st bless, spirit link, sure strike; Cantrips (3rd) daze, detect magic, read aura

All Monsters in "Catfolk"

NameLevel
Catfolk Name Collector6
Catfolk Pouncer1
Leaping Thief3
Lucky Courser8

Catfolk

Source Monster Core pg. 52 1.1
Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. They accept the term “catfolk” as a name for their people with grace and a hint of amusement. Ever eager to explore and learn, catfolk have spread to other parts of the world from their native nations in the southern tropics, yet never in large groups. A lone amurrun can be found anywhere in the world, but it's rare to find a settlement beyond their traditional national borders. This is due to their innate wanderlust and insatiable wonder. As many an amurrun might say, “I've lived with my people my whole life, but you? You're new and different! There's so much to learn from you!”

Longstanding amurrun legends claim the catfolk were first created as guardians and were then charged with protecting the world from those sinister forces that exist at its fringes. Often, this charge manifests as a longstanding opposition to cultists of demon lords, archdevils, and other fiendish demigods. Many catfolk worship the spirits of creation, using serendipitous rituals to attract good fortune and banish ill luck in the spirits' name, while others venerate their own small pantheon of divinities. Those who travel often find comfort in the worship of Desna, whose teachings closely match their own predilections.

Catfolk adapt well to adventuring roles, and can be quite diverse in their areas of study and specialization. Those who follow the traditions of rangers and rogues are perhaps the most commonly encountered, but not overwhelmingly so. Their natural curiosity leads some catfolk to take up mystical arts, training as wizards or following a divine path to become clerics.

Sidebar - Treasure and Rewards Lucky Souvenirs

Most catfolk proudly display good luck charms from personally meaningful travels or from when they earned their name. This could be a pendant made from a rock found atop a mountain, a lock of hair from a long-separated lover, a walking stick carved from a tree felled by an historic storm, a dawnsilver chain from an elven ruin, or a colorful feather from a trackless jungle.

Sidebar - Locations The Catfolk Nation

Catfolk claim to hail from a far-off nation called Murraseth in southern Garund. It is a nation rumored to hold a dark secret at its center, the details of which its discreet inhabitants do not willingly divulge to outsiders. Indeed, few adventurers from the Inner Sea region have managed to gain entrance to Murraseth, let alone discover any of its mysteries.