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Cat Sith

Cat siths can easily pass for common black house cats, noteworthy only for the white spots on their chests and their unusually bristly personalities. In actuality, they are cunning fey, fully capable of speech, trickery, and even walking upright on their hind legs and using their forepaws almost as skillfully as hands. Cat siths live around highland towns and cities, regularly venturing unnoticed into nearby communities by posing as domesticated felines or using magic to take humanoid form. While some cat siths gather information and undertake tasks for more powerful fey creatures, others serve only their own mysterious agendas.

Cat siths are harbingers of misfortune and find amusement in the unluckiness that follows in their wake. Though they are rarely malicious, they are fascinated by death in all its forms, and may go so far as to steal the souls of the dying for some inscrutable purpose.

Recall Knowledge - Fey (Nature): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Cat SithCreature 6

Legacy Content

Uncommon CN Tiny Fey 
Source Pathfinder #153: Life's Long Shadows pg. 77
Perception +8; low-light vision
Languages Sylvan; speak with animals
Skills Acrobatics +9, Deception +9, Stealth +9
Str +0, Dex +5, Con +2, Int +3, Wis +2, Cha +5
AC 17; Fort +8, Ref +11, Will +8
HP 110; Immunities misfortune effects; Weaknesses cold iron 5
Ill Omen (aura, curse, misfortune, occult) 60 feet. Any creature within the area that can see the cat sith must succeed at a DC 15 Will save or become struck by an ill omen. On a failure, the creature becomes immune to fortune effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a –1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day.
Speed 35 feet
Melee [one-action] jaws +6 [+1/-4], Damage 2d12+3 piercingMelee [one-action] claw +9 [+5/+1] (agile, finesse), Damage 2d6+5 slashing plus cat sith’s markOccult Innate Spells DC 17; 3rd humanoid form (at will); 2nd paranoia (x2)
Cat Sith's Mark (curse, misfortune) A creature hit by a cat sith’s claw must succeed at a DC 17 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse.Steal Soul [two-actions] (necromancy, occult) The cat sith touches a dying creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 19 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith’s body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can’t be brought back to life by any means short of a wish or miracle. The cat sith can hold only one soul at a time and can release a soul as a free action.

Sidebar - Additional Lore Cat Siths on Golarion

Many cat siths found on the Material Plane are agents of the Lantern King, one of the powerful rulers of the First World known collectively as the Eldest.