Caterwaul (Fiend Folio)
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +4
Speed: 60 ft. (12 squares), Climb 30 ft.
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d4+3)
Full Attack: 2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rend, Screech, Haste
Special Qualities: Darkvision 60 ft., Partial Biped, Scent
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 16, Dex 18, Con 14, Int 6, Wis 12, Cha 8
Skills: Balance +12, Climb +12, Hide +8, Jump +11, Listen +4, Move Silently +8, Spot +4
Feats: Ability Focus (Screech), Weapon Finesse
Environment: Temperate Mountains
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 5-10 HD (Medium)
Level Adjustment: ---

Caterwauls are short furred felines with yellow eyes and prehensile tails. Fur is usually midnight blue. Their faces are curiously elvish looking. Militantly solitary they only mingle when mating, and are very territorial. Once established they remain within 8 miles of it, terrorizing herds and people alike, and collecting shiny objects. It's tail isn't particularly strong but with training it can be used for simple tasks.

Pounce (Ex): If a Caterwaul charges a foe, it can make a full attack, including two rake attacks

Improved Grab (Ex): To use this ability, a Caterwaul must hit a foe at least 1 Size Class smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rend (Ex): If the Caterwaul hits with both Claw attacks it Rends for an additional 2d4+4 damage.

Screech (Ex): As a Standard Action the Caterwaul can unleash an ear-piercing keening doing 1d8 Sonic damage to everything in 60' unless they make a DC 16 Fortitude Save (Save DC is Constitution based).

Haste (Sp: The Caterwaul may cast Haste at will as a Full Round Action. Caster Level is 7th.

Partial Biped (Ex): Caterwauls can walk on their hind legs, but their speed drops to 40.

Skills: Caterwauls have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Caterwauls have a +8 racial bonus on Balance and Climb checks. A Caterwaul can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Combat: Caterwauls usually hide and activate Haste when prey comes in range. They then open with a screech and charge in.


Cat, Elven
Tiny Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +3
Speed: 45 ft. (9 squares), Climb 25 ft.
Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+-8
Attack: Claw +8 melee (1d2-3)
Full Attack: 2 Claws +8 melee (1d2-3) and 1 Bite +3 melee (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell-Like Abilities, Rake
Special Qualities: Dark Vision 60 ft., SR 17
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 5, Dex 16, Con 16, Int 5, Wis 15, Cha 16
Skills: Balance +11, Climb +9, Hide +15, Jump +11, Listen +4, Move Silently +7, Spot +4, Swim +2
Feats: Athletic, Weapon Finesse
Environment: Temperate Forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +2

Domestic cats raised by Elves have evolved or been magically uplifted into intelligent beings. Most speak Elven, as well of the language of their 'owner'. Given their intelligence and abilities keeping them as 'pets' is a tricky proposition.

Spell-Like Abilities (Sp): At will: Detect Thoughts

2/day: Reduce Animal, Reduce Person, Tree Shape

1/day: Animal Growth (self only, despite it being a Magical Beast), Telekinesis (can be used to Trip only) Caster Level is 9th.

Pounce (Ex): If an Elven Cat charges a foe, it can make a full attack, including two rake attacks

Rake (Ex): In a Grapple or with a successful Pounce the Elven Cat gains 2 extra Claw attacks at it's highest BAB (Damage is same as claws but only half Str Bonus).

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat: Elven Cats rarely attack big folk. They generally use Tree Shape to hide, and Detect Thoughts to determine what intruders are up to. After that they can use Telekinesis to Trip them before scampering off, or Animal Growth if cornered and they have to fight.