Tiny Beast, Unaligned
- AC
- 12
- Initiative
- +2 (12)
- HP
- 2 (1d4)
- Speed
- 40 ft., Climb 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 3 | -4 | -4 |
| DEX | 15 | +2 | +4 |
| CON | 10 | +0 | +0 |
| INT | 3 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | -2 | -2 |
Traits
Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength.
Actions
Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.
How to run Cat
A cat is a familiar, a witch's companion, a wizard's apprentice's apprentice, a tavern fixture, a barbarian's surprising emotional center. AC 12, 2 HP, 40 ft. walk and 40 ft. climb, 60 ft. darkvision, Stealth +4, Perception +3 with Passive 13. The cat has a Scratch attack at +4 dealing 1 slashing damage and a Jumper trait that lets it jump using Dexterity instead of Strength. Run it for what it is good at, which is reaching places and noticing things.
In play, lean on the climb speed and stealth. A cat scouts a roofline, slips through a barred window, watches a meeting from a rafter, and reports back if it is a familiar with telepathic link. As a non-magical pet, it does the same things and the player narrates what it saw based on what it could plausibly understand: movement, threat, smells, the presence or absence of strangers. The 40 ft. base speed lets it cover ground faster than most party members in tight spaces.
The cat does not fight. If a player insists the cat attack, remind them: 2 HP, one damage per scratch, anything that breathes near the cat kills the cat. The cat's job in a fight is to flee under the bed and remember who started it. A wizard with a cat familiar should be hiding the cat behind cover the moment swords come out, then dismissing it back to its pocket dimension if Find Familiar applies.
Give the cat a name and one specific quirk that nobody else at the table can predict. Sleeps in helmets. Hates the bard. Brings dead mice as offerings to the paladin. The cat is free worldbuilding. Let it work.
A hostile cat is a setup, not a fight. It is a witch's eyes on the party, a polymorphed enemy who has not dropped the disguise yet, a familiar reporting to a hidden master, an awakened beast loyal to whoever the party wronged last week. The cat itself has 2 HP and a 1-damage Scratch. Killing it accomplishes nothing in the round it dies but a great deal afterward, because the thing the cat was reporting to now knows the party is the kind of group that kills cats.
Run it as a clue. The party notices the same black cat at three different inns. The cat sits on a windowsill outside the war room. The cat is in the throne room when the duke arrives, and the duke does not own a cat. Use the climb speed and Stealth +4 to keep it just out of casual reach: on a beam, on a rooftop, behind the privy. Passive 13 means it spots most clumsy approaches before they spot it.
If the players catch and confront the cat, decide what it actually is before they do. A familiar's controller takes psychic damage when it dies, which is a fact a wizard at the table will weaponize. A polymorphed scout reverts on death and now there is a corpse and a witness problem. A regular cat that was just a cat means the party has been paranoid for two sessions and that is its own kind of payoff.
Do not roll initiative against a cat. Resolve any chase as a single Dex (Acrobatics) check against the cat's Passive 13 plus terrain, and let the result drive the next scene.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.