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Cath Shee

Medium fey, chaotic neutral


Armour Class 13
Hit Points 22 (4d8+4)
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 12 (+1) 6 (-2) 14 (+2) 11 (+0)
Skills Perception +4, Stealth +7
Senses Darkvision 60 ft., passive Perception 14
Languages Cath Shee, understands Sylvan but can't speak it
Challenge 1 (100 XP)
Ambusher. In the first round of a combat, the cath shee has advantage on attack rolls against any
creature it surprised.
Keen Smell. The cath shee has advantage on Wisdom (Perception) checks that rely on smell.
Rake. If the cath shee moves at least 20 feet straight toward a creature or teleports to within 5 feet
of a creature, and then hits it with a claws attack on the same turn, that target must succeed on a DC
12 Strength saving throw or be knocked prone. If the target is prone, the cath shee can make one
claws attack against it as a bonus action raking it with their rear claws.
Actions
Multiattack. The cath shee makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Teleport. The cath shee magically teleports, along with any equipment it is wearing or carrying, up to
60 feet to an unoccupied space it can see. Before or after teleporting, the cath shee can make one
attack with its claws.

The cath shee, or faerie cat, is a large, greenish-grey creature with large, tufted ears, and wide,
golden eyes. Cath shee can weigh as much as 400 lbs. These creatures are clever and independent,
but sometimes can be persuaded to become a companion to a Green elf or Silver elf ranger.
Once, cath shee were found in relative abundance on the mainland, but today are found only on the
island of Evermeet.
Normally, cath shee are solitary creatures, and highly efficient predators. An inborn natural ability
enables cath shee to teleport up to 60 feet. This ability is used to escape from enemies and to attack
prey.
There are many legends about cath shee in elven society. Some claim that cath shee were created by
Corellon Larethian to serve as companions to the elves. Others believe that they are reincarnated
elves who have been sent back to Toril by the Seldarine to defend the elven nations, or to atone for
misdeeds in their previous lives.

Combat: Cath shee are ferocious fighters, and often lie in wait for prey, then use their teleport
ability to attack with complete surprise.
While normally solitary and relatively unsocial, mated cath shee pairs will fight furiously for each
other, and for their offspring if any are threatened.
Habitat/Society: Cath shee are solitary creatures, associating with each other only in spring, during
mating, and remaining together in mated pairs through the summer if kittens are born.
For the rest of the year, cath shee tend to keep to themselves, staking out territories as large as
several square miles in area, and defending them, even against others of their own kind.

Ecology: Cath shee are highly efficient carnivores, preying on other mammals, primarily rabbits and
small rodents. Their natural teleportation abilities help make sure that a cath shee's prey rarely
escapes.
Cath shee sometimes consent to serve as companions (never pets) to Green or Silver elves. An elf
who wishes to approach a cath shee must make a Charisma (Animal Handling) check. On a result of
18 or more the cath shee has agreed to become the elf's companion (12-17 cautious, 6-11
threatening, and 5 or less hostile). Another check (this time requiring a 14 or more) is required every
six months thereafter.
Grimalkin
Medium fey, chaotic neutral
Armour Class 14
Hit Points 65 (10d8 + 20)
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
Condition Immunities Charmed
Skills Perception +6, Stealth +10
Senses Darkvision 60 ft., passive Perception 16
Languages Cath Shee, understands Sylvan but can't speak it, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Ambusher. In the first round of a combat, Grimalkin has advantage on attack rolls against any
creature she surprised.
Keen Smell. Grimalkin has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. Grimalkin has advantage on saving throws against spells and other magical
effects.
Magic Weapons. Grimalkin’s weapon attacks are magical.
Rake. If Grimalkin moves at least 20 feet straight toward a creature or teleports to within 5 feet of a
creature, and then hits it with a claws attack on the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target is prone, Grimalkin can make one claws
attack against it as a bonus action raking it with her rear claws.
Actions
Multiattack. Grimalkin makes two attacks: one with her bite and one with her claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Teleport. Grimalkin magically teleports, along with any equipment she is wearing or carrying, up to
60 feet to an unoccupied space she can see. Before or after teleporting, Grimalkin can make one
attack with her claws.
Legendary Actions
Grimalkin can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. Grimalkin regains spent
legendary actions at the start of her turn.
Claws. Grimalkin makes one attack with her claws.
Teleport (Costs 2 Actions). Grimalkin makes one use of her teleport action.

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