Phantom Feline by Psychognome
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft.
AC: 16 (+2 size, +4 Dex)
Attacks: 2 claw -1 melee, bite -2 melee
Damage: Claw 1d2-4, bite 1d3-2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./5 ft.
Special Qualities: Invisibility
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 3, Dex 19, Con 11, Int 6, Wis 12, Cha 11
Skills: Balance +10, Climb +6, Hide +18*, Listen +3, Move Silently +10, Spot +3

Environment: Any land
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 2 HD (Tiny); 3 HD (Small)


A feline with the ability to turn itself invisible.

The phantom feline looks like a normal housecat, with one major exception: it can turn invisible. Its fur has reddish horizontal stripes on its back, while its fur generally tends towards being brown or light tan.

The phantom feline can be found in almost any clime and enviroment, sometimes even inside human cities. They are extremely solitary, disdaining the company of most other creature. Sometimes they seek the companionship of an arcane spellcaster to become his familiar, as they know that the benefit of such a companionship is mutual.

Combat
A phantom feline avoids fighting, mostly fleeing from battle by using its invisibility.

Spell-Like Abilities: Phantom felines can use invisibility once per day as cast by a sorcerer of the phantom feline's hit dice.

Skills: Phantom felines receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Magical beasts have darkvision with a range of 60 feet and low-light vision.

Society
The phantom feline always lives and hunts alone, disdaining the company of most other creatures. It sometimes uses its invisibility ability to steal food from other creatures.

This creature has not yet been play tested.
This is not a kender type creature.

 



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