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There is a Legacy version here.

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’re 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 rarely malicious, they’re fascinated by death in all its forms and may go so far as to steal the souls of those already dying for some inscrutable purpose.

Some foolhardy spellcasters attempt to take cat siths as their familiars, hoping to take advantage of their innate power. A cat sith might temporarily pretend to work alongside such a magic user, only to inevitably lead them toward deadly misfortune and capture their soul upon their death. Rarely does a cat sith’s goals align with those of a mortal witch who has sworn fealty to a fey patron, and should they join forces, they become a dangerous force to be reckoned with.

Elite | Normal | Weak
Proficiency without Level

Cat SithCreature 6

Uncommon Tiny Fey 
Source Feybound pg. 97
Recall Knowledge DC 24 (includes +2 from Uncommon) • Fey (Nature)
Perception +8; low-light vision
Languages Fey; 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 emanation 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 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+3 slashing plus cat sith’s markOccult Innate Spells DC 17; 3rd humanoid form (at will); 2nd paranoia (×2)
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] (occult) The cat sith touches a dying creature or the corpse of 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 (2 on a critical failure). If the target is dead, its soul is automatically imprisoned in the cat sith's body, becoming freed only if the cat sith is slain. While its soul is imprisoned, the creature can't be brought back to life by any means short of a wish ritual or similar magic. The cat sith can hold only one soul at a time and can release a soul as a free action.

Sidebar - Additional Lore Bad Luck Or Bad Joke?

Many cat siths found in the Universe are agents of the Lantern King, the Eldest of laughter and mischief. No one, not even cat siths themselves, are aware of why the Lantern King has sent them out into the world, but most hold that the Eldest delights in the misfortune caused by their powers. Others make it their mission to return the souls they steal to the Lantern King's domain, though what he might do with them is a mystery.

Shelyn's Corner

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