TEXT: Discover Extraordinary Cats,
  Furry Friends and Ferocious Foes
  
  Credits
  Lead Designer Michael Holik
  Additional Design Matthew Penell, Byron Keller, 
  Moniek Schilder
  Cover Illustrator Moniek Schilder
  Interior Illustrations Moniek Schilder 
  On the Cover
  Moniek Shilder beautifully illustrates the home of 
  a magical cat lady, whose feline companions have 
  proceeded to destroy the furniture the moment she 
  is away.
  Mage Hand Press, and their associated logos are trademarks of Mage 
  Hand Press LLC ® 2019 Mage Hand Press LLC. All Rights Reserved. 
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered 
  trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are 
  in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity 
  (see above), the game mechanics of this Mage Hand Press game 
  product are Open Game Content, as defined in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced 
  in any form without written permission. 
  Fantastical Felines is published by Mage Hand Press LLC under the 
  Open Game License version 1.0a. Copyright 2020 Mage Hand Press 
  LLC. All Rights Reserved.
  MAGE HAND PRESS
  855 E Ash Ln #903 Euless, TX 76039
  www.magehandpress.com
  Disclaimer: Mage Hand Press is not responsible for 
  any unfurtunate catastrophe or hissterical episodes 
  that result from the furmidable foes in this book. We 
  aren’t kitten around: use at your own purril.
  
  Introduction
  As anyone with a feline companion can tell you, if 
  cats aren’t man’s best friend, they’re certainly a close 
  contender. People throughout recorded history have 
  loved (and occasionally worshipped) their cats, all 
  the way into the modern day, where domestic cats 
  hold sway over our hearts and homes. 
  But what of your rogues, wizards, and fighters? 
  If they hail from enchanted worlds where anything 
  is possible, then what shape do their cats take? Are 
  they fearsome companions, magical familiars, or 
  docile friends? Which cats can they encounter on 
  their adventures, and which ones can they adopt as 
  pets? In this book, we present the spectacular felines 
  of fantasy worlds for your entertainment, challenge, 
  and friendship. 
  Table of Contents
  Introduction ............................................................2
  Chapter 1: Fantastical Felines ................................3
  Catapillar  ........................................................3
  Catbat ..............................................................4
  Cactus Cat .......................................................6
  Cathulhu  .........................................................7
  Cat of War ........................................................8
  Copycat ...........................................................9
  Hellcat ..............................................................10
  Longcat ............................................................11
  Nyctosphinx .....................................................12
  Pogocat ...........................................................13
  Psycat ...............................................................14
  Purrberus .........................................................15
  Spider-Cat  .......................................................16
  Swarm of Kittens  .............................................17
  Winged Cat .....................................................18
  Chapter 2: Feline Familiars .....................................19
  Cat Names .......................................................19
  
  3
  Fantastical Felines
  However majestic they may be, the beasts of this 
  chapter will not be encountered in pet shops, found 
  sleeping in the corners of taverns, or seen wandering 
  stray down alleyways. They are rare creatures and 
  formidable monsters that pose a risk of life and limb 
  to adventurers of all shades. Indeed, they command 
  caution and respect. 
  The creatures in this chapter which cannot be 
  tamed are presented as pets and familiars in Chapter 
  2: Feline Familiars. 
  Catapillar 
  Often found dwelling amongst patches of wild catnip, 
  the squishy catapillar is the closest thing the insect 
  kingdom has to a feline friend. 
  Magically Poisonous. Alchemists might 
  talk at length about the valuable magical reagents 
  produced inside the body of a catapillar, but hunters 
  and other woodsmen would caution you to stay well 
  away, as the catapillar is among the most poisonous 
  creatures in nature. Though these reagents remain 
  separate and inactive while inside a catapillar’s body, 
  anyone who makes the mistake of eating or treading 
  on one will cause the reagents to mix, producing an 
  abundantly lethal toxic cloud. This does wonders for 
  dissuading predators, allowing most catapillars to live 
  to a ripe old age.
  Bird Ambushers. Though content to feed 
  exclusively on wild catnip, the catapillar takes gleeful 
  pleasure in snatching birds out of the air, which 
  mistake it for an especially plump meal. The insect 
  is remarkably strong for its size, and surprisingly 
  omnivorous, as its mandibles can mince up birds, 
  other insects, and the occasional field mouse with 
  ease. Perhaps it subsists on catnip out of preference, 
  or out of sheer laziness.
  Chapter 1: Fantastical Felines
  Catapillar
  Tiny beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 4 (1d4 + 2)
  Speed 20 ft., climb 20 ft.
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  1 (–5)
  WIS
  7 (–2)
  CHA
  3 (–4)
  Skills Perception +0, Stealth +4
  Damage Immunities poison
  Senses passive Perception 10
  Languages —
  CHALLENGE 1/8 (25 XP)
  Death Burst. When the catapillar dies, it explodes in 
  a burst of poison gas. Each creature within 5 feet of 
  it must then succeed on a DC 12 Constitution saving 
  throw, taking 7 (2d6) poison damage, or half as much 
  on a successful save. 
  Keen Smell. The catapillar has advantage on Wisdom 
  (Perception) checks that rely on smell.
  ACTIONS
  Mandibles. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage.
  
  4
  Mage Hand Press
  bandits alike, as a tame and trained catbat 
  can easily go for several hundred gold 
  on the black market. Moreover, they 
  are considered first-rate familiars to those 
  who would find a weasel too manageable, a 
  venomous snake too passe, and an ordinary cat too 
  bland. 
  Aid and Mischief. Owners of catbats will 
  quickly learn that the creature’s ability to learn 
  is never as keen as when it comes to identifying 
  objects it might like to possess, and they are prone to 
  building nests decorated thickly with small colorful 
  or shiny objects. Catbats have a remarkable knack for 
  understanding descriptive words, and can be trained 
  to seek out an object given a very simple description, 
  although they are easily confused or otherwise 
  distracted. Their ability to find a matching item can 
  be downright extraordinary, although predicting the 
  consequences of its actions may well be beyond both 
  creature and owner, as no insignificant number of 
  unsavory diplomatic incidents have been instigated 
  by a catbat flagrantly pilfering a described item from 
  right before the object’s incensed owner, before 
  leading it straight back to their master.
  Pilfering Swarms. Highly unusual as it 
  is, catbats have been known to swarm. Almost 
  invariably caused by some sinister and thieving 
  mastermind, the swarm is all the more capable 
  and motivated to fall upon hapless suspects and 
  deprive them of some crucial component. Their 
  strange proclivities can be turned in the victim’s 
  favor, however. A catbat captured from its swarm 
  can theoretically be used to lead a canny adventurer 
  directly to where the rest have absconded with the 
  stolen item. 
  Catbat
  Predictably, a wizard is the progenitor of these 
  bizarre creatures. It is said that a certain ailuraphilic 
  queen, taken with the notion of cats always landing 
  safely on their feet, asked her court magician to 
  improve the distance from which a cat might fall and 
  survive. The magician’s inane yet irrefutable solution 
  is found in the catbat. Seemingly some fusion of 
  housecat, fruit bat, and falconer’s hawk, catbats are 
  given to variation as broad in color and appearance 
  as the felines from which they were derived.
  Exotic Oddities. Catbats are rare, prized 
  creatures, fervently sought after by the opulently 
  wealthy, usually those who are ostentatiously 
  fashionable or utterly mad. While easily 
  domesticated, they are prone to rambunctious play 
  and ceaseless mischief at all hours of the day, much 
  to the delight or chagrin of their new owner. Safely 
  delivering small shipments of catbats to their well-
  moneyed buyers has been the humble start for no 
  small number of adventurers, smugglers, and niche 
  
  5
  Fantastical Felines
  Catbat
  Tiny beast, unaligned
  Armor Class 11
  Hit Points 1 (1d4 − 1)
  Speed 15 ft., climb 10 ft., fly 30 ft.
  STR
  3 (–4)
  DEX
  15 (+2)
  CON
  8 (–1)
  INT
  2 (–4)
  WIS
  12 (+1)
  CHA
  5 (–3)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  CHALLENGE 0 (10 XP)
  Greedy Eyes. The catbat has advantage on Wisdom 
  (Perception) checks and Intelligence (Investigation) 
  checks to search a creature for items being carried or 
  worn.
  Keen Hearing. The catbat has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  ACTIONS
  Thieving Claws. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 1 slashing damage and 
  the target makes a DC 12 Dexterity saving throw. If 
  the target fails, the catbat can take one item weighing 
  no more than 5 pounds from the target that is not 
  currently being held or wielded by the target. It can 
  carry only one item taken this way at a time.
  Swarm of Catbats
  Medium swarm of Tiny beasts, chaotic neutral
  Armor Class 11
  Hit Points 21 (6d8 −  6)
  Speed 0 ft., climb 10 ft., fly 30 ft.
  STR
  6 (−2)
  DEX
  15 (+2)
  CON
  9 (−1)
  INT
  2 (–4)
  WIS
  12 (+1)
  CHA
  5 (–3)
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, prone, restrained, 
  stunned
  Senses passive Perception 13
  Languages —
  CHALLENGE 1/4 (50 XP)
  Greedy Eyes. The swarm has advantage on Wisdom 
  (Perception) checks and Intelligence (Investigation) 
  checks to search a creature for items being carried or 
  worn.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny catbat. 
  The swarm can’t regain hit points or gain temporary hit 
  points.
  ACTIONS
  Thieving Claws. Melee Weapon Attack: +4 to hit, 
  reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) 
  slashing damage, or 3 (1d6) slashing damage if the 
  swarm has half its hit points or fewer, and the target 
  makes a DC 12 Dexterity saving throw. If the target 
  fails, the swarm may take one item weighing no more 
  than 15 pounds from the target that is not currently 
  being held or wielded by the target. The swarm can 
  carry up to 5 items taken this way at a time.
  ‘Round those villages where 
  catbats run rampant, little 
  boys n’ girls have made up a 
  game ‘bout knocking them with 
  sticks and runnin’ ‘round bases. 
  Fantastic fun, bring some 
  popcorn! And them catbats 
  actually seem to enjoy it, what 
  with how round and squishy 
  they are.
  
  6
  Mage Hand Press
  Spiny Defenses. Naturally, the thick 
  and sharp spines of the cactus cat protect 
  it from the grip of would-be predators, but its 
  defenses go still further. Catki are known to not 
  only bristle their needles when attacked, but also 
  to fire a spray of needles around themselves. In this 
  way, even a pack of creatures attacking at once can 
  be swiftly punished and warded away. Their paws are 
  lined with barbs such that even their catlike claws 
  promise to leave a few deep gouges with every 
  slash.
  Cactus Cat
  There is no shortage of bawdy tales suggesting some 
  humorous conception of the cactus cat, yet the truth 
  is well documented among scholars, which point 
  to a renowned desert druid with a certain fondness 
  for animating and awakening the plants around her. 
  The cactus cat (also called a “catcus”) is one of the 
  best adapted of her experiments, and its charming 
  form and personality have certainly made it the most 
  popular. Originally created for companionship, even 
  wild catki are simple to tame, with docile and curious 
  personalities. However, unprotected petting or 
  cuddling of one leaves something to be desired.
  Oasis Guides. Domesticated catki are bred 
  as working pets, used by desert caravans to locate 
  sources of water along untested routes and keep food 
  stores clear of vermin. They remain conveniently still 
  during the day, absorbing the sunlight they subsist 
  on, and are active during nighttime travel to seek out 
  water. One good exposure to fresh water can last a 
  cactus cat for months at a time. It is said that if 
  a cactus cat ever avoids a pool of water, 
  only a fool would dare drink from it.
  Cactus Cat
  Tiny plant, unaligned
  Armor Class 12 (natural armor)
  Hit Points 15 (6d4)
  Speed 35 ft., climb 30 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  3 (–4)
  WIS
  12 (+1)
  CHA
  7 (–2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  CHALLENGE 1/4 (50 XP)
  Barbed Hide. At the start of each of its turns, the 
  cactus cat deals 2 (1d4) piercing damage to any 
  creature grappling it.
  Dowsing Senses. The cactus cat knows the location of 
  any water source within one mile of itself.
  ACTIONS
  Needled Claws. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing 
  damage plus 1 piercing damage.
  REACTIONS
  Pinburst (Recharge 5-6). When a creature hits 
  the cactus cat with an attack, the cactus cat
  releases a shower of needles. Each creature 
  within 5 feet of the cactus cat must succeed 
  a DC 11 Dexterity saving throw or take 5 (2d4) 
  piercing damage.
  
  7
  Fantastical Felines
  Predator of the Deep. Wherever these 
  abominations originated, they now choose to dwell 
  far from the light of the surface, principally in the 
  depths of the ocean or in the lowest chambers of 
  dungeons and caves. Cathulhus are exceptionally 
  agile underwater, pouncing from the ocean floor to 
  entangle prey in their tentacles. Like a few notable 
  abominations, these tentacles extract their victim’s 
  brains, a delicacy for cathulhus. When an ambush 
  won’t suffice, they can rely on a burst of psionic 
  power to slow their prey to a crawl for an easy meal.
  Cathulhu 
  Even terrors from beyond the stars must have 
  abominable house pets. Cathulhus may very well be 
  just that, for, as an ancient text says, “That is not dead 
  which can eternal meow, for with strange kitties, 
  even gods may bow”.
  Eldritch Beasts. Like many aberrations, the 
  cathulhu can trace its origins to the alien corruption 
  of a distant, eldritch realm. These cats are not only 
  altered by this otherworldly corruption, showing the 
  tell-tale signs of mutations and psionic powers, they 
  have fundamentally become outsiders to the natural 
  world, and should be regarded as such. 
  Cathulhu
  Medium aberration, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 104 (16d8 + 32)
  Speed 40 ft., swim 30 ft.
  STR
  18 (+4)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  17 (+3)
  WIS
  12 (+1)
  CHA
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Perception +4, Stealth +5
  Senses darkvision 120 ft., passive Perception 14
  Languages —
  CHALLENGE 7 (2,900 XP)
  Ambusher. In the first round of a combat, the 
  cathulhu has advantage on attack rolls against any 
  creature it has surprised.
  Magic Resistance. The cathulhu has advantage on 
  saving throws against spells and other magical effects.
  ACTIONS
  Multiattack. The cathulhu makes three attacks: two 
  with its claws and one with its tentacles, or it uses its 
  Psionic Lag and attacks once with its claws.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning 
  damage. If the target is Medium or smaller, it is 
  grappled (escape DC 15). Only one creature can be 
  grappled by a cathulhu’s tentacles at a time.
  Consume Brain. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one incapacitated creature grappled by 
  the cathulhu. Hit: The target takes 44 (8d10) piercing 
  damage. If this damage reduces the target to 0 hit 
  points, the cathulhu crushes its target’s head and 
  devours its brain.
  Psionic Lag (Recharge 5–6). The cathulhu projects a 
  blast of psionic magic in a 60-foot cone. Each creature 
  in that area must succeed on a DC 14 Wisdom saving 
  throw or be affected by the slow spell for up to 1 
  minute. The cathulhu does not concentrate on this 
  spell. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success.
  
  8
  Mage Hand Press
  Cat of War
  The most dangerous beasts in the world are those 
  bred by humans for war. Nature has no demand for 
  teeth and claws which can rip through metal, or 
  predators more concerned with killing than eating, 
  but humans have engineered these traits into beasts 
  regardless, producing vicious cats of war. 
  Blood of the Tiger. Cats of war, often simply 
  called “warcats”, are trained to unleash the feral 
  instincts of their mighty ancestors, the sabre-
  toothed tigers, on the battlefield. With this training, 
  and the advantages of human-made barding and 
  enchanted claws, cats of war can overcome almost 
  any land animal in their weight class. Equally 
  comfortable operating alone or in packs, cats of war 
  are nonetheless reliant on direction from a humanoid 
  handler. Over the years, these felines have been bred 
  for obedience rather than intelligence and, for all 
  their strength, they lack much feline canny.
  Storm of Teeth and Fur. Nothing is more 
  singularly effective at disrupting enemy troops than 
  a pack of bloodthirsty warcats. With lightning speed 
  and measured precision, a pack of cats can rip into 
  their targets before they have a chance to react. 
  Cats of war are disinclined to toy with their prey, 
  and so tear into throats or slash through arteries to 
  minimize the risk to themselves.
  Feral Predators. Set loose in the wild or 
  abandoned by their human owners, cats of war grow 
  into shaggy, savage beasts. Their wicked teeth and 
  feline agility let them prey on creatures many times 
  their size, even including giants. Because they were 
  bred by humans, these feral monsters are fearless 
  around humanoids and undaunted by everything 
  else, so everything in the natural world has grown to 
  fear this new invasive apex predator.
  Cat of War
  Medium beast, unaligned
  Armor Class 16 (studded leather barding)
  Hit Points 71 (11d8 + 22)
  Speed 40 ft., climb 30 ft., swim 20 ft.
  STR
  18 (+4)
  DEX
  17 (+2)
  CON
  14 (+2)
  INT
  2 (–4)
  WIS
  12 (+1)
  CHA
  7 (–2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  CHALLENGE 4 (1,100 XP)
  Evasion. If the cat is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the cat instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails.
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Magical Claws. The cat’s claw attacks are magical.
  Pack Tactics. The cat has advantage on attack rolls 
  against a creature if at least one of the cat’s allies 
  is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Multiattack. The cat of war makes three melee 
  weapon attacks: one bite attack and two attacks with 
  its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage and, if 
  the cat of war has advantage on the attack, the target 
  takes an additional 3 (1d6) necrotic damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage.
  
  9
  Fantastical Felines
  Patient Predator. For every mimic 
  successfully taking down an unwary dungeon 
  delver, there is another being bested by a cautious 
  adventurer. Copycats improve their odds by targeting 
  a generally less savvy demographic: townsfolk. They 
  appear in or around homes, businesses, or mansions, 
  ingratiating themselves while avoiding being 
  touched. Seeming to all observers to be a lost pet 
  or perhaps a lucky new friend, the copycat will wait 
  for a victim to be asleep and alone before attacking 
  them at their most helpless. A copycat that remains 
  undetected can discreetly pick off a household, or 
  even an entire residential block.
  Subtle Pantomime. Safely identifying a 
  copycat requires careful attention to its routine and 
  observation of minor unusual details. These may 
  include a lack of shed fur, a disinterest in offered 
  food, a contempt for even the notion of physical 
  contact, and a silent, calculated regard of the 
  creatures around it, any one of which is distressingly 
  catlike on its own. Speedily identifying one, however, 
  needs only that someone touch it—the results should 
  be quite unambiguous as its sticky, amorphous form 
  attacks with a flurry of pseudopods.
  One dead giveaway of a copycat is that, while it 
  might appear perfectly convincing to people, it fails 
  to deceive actual house cats for even a moment. Cats 
  can sense that something is deeply wrong about the 
  copycat, even when there are no outward signs, and 
  avoid it at all costs.
  Copycat
  A copycat is a very specialized mimic, 
  not unlike the portrait-like acrylick, 
  the humanoid manic, or the all-too-
  real mimic book. Its great difference 
  lies in its ability to imitate a 
  natural feline’s movements in 
  ways that none of its kin could 
  ever hope to match. The aloofness 
  of cats provides a perfect cloak for 
  copycats to quietly integrate among 
  farmsteads, villages, and cities, leaving 
  their future victims unsuspecting until 
  their last terrible moments.
  Copycat
  Small monstrosity (shapechanger), neutral
  Armor Class 12
  Hit Points 65 (16d6 + 9)
  Speed 35 ft., climb 30 ft.
  STR
  15 (+2)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  9 (–1)
  WIS
  12 (+1)
  CHA
  8 (–1)
  Skills Perception +3, Stealth +4
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  CHALLENGE 3 (700 XP)
  Shapechanger. The copycat can use its action to 
  polymorph into a Small or Tiny cat, or back into its 
  true, amorphous form. Other than its size, its statistics 
  are the same in both forms. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies.
  Adhesive. The copycat adheres to anything that 
  touches it. A Large or smaller creature adhered to 
  the copycat is also grappled by it (escape DC 12). 
  Ability checks made to escape this grapple have 
  disadvantage.
  Grappler. The copycat has advantage on attacks 
  made against any creature grappled by it.
  ACTIONS
  Multiattack. The copycat makes two melee attacks, 
  one with its pseudopod and one with its claws.
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. 
  The target is subjected to the copycat’s Adhesive trait.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) slashing damage plus 7 
  (2d6) acid damage.
  
  10
  Mage Hand Press
  Hellcat
  Despite its name, a hellcat is not a fiend, but is 
  rather descended first from mundane ancestors, 
  made fey. It is believed that forest wildcats from the 
  Material Plane were brought to the mountains of the 
  Feywild, and, after many generations, adapted to the 
  demanding conditions of the plane’s boreal forests. 
  How these creatures have returned to their plane of 
  origin remains a mystery.
  Aggressive Loners. Regardless of where they 
  are found, hellcats are ill-tempered beasts, quick to 
  fight creatures even many times their size. Perceived 
  threats are lucky to receive a momentary growl 
  before they are charged with a hellcat’s horns and 
  met with its vicious claws. Similarly, they will dive 
  from high up in trees or cliff ledges to prey on elk or 
  even humanoids that wander alone in their domain. 
  Hellcats are notoriously difficult to tame or befriend, 
  as they hold other beasts in contempt, despise 
  moving in a group, and are reluctant to leave their 
  territories behind; nevertheless, individual hellcats 
  over the years have adopted and traveled alongside 
  humanoids of a similarly antisocial ilk.
  Feywild Adaptations. A hellcat’s horns and 
  prodigious size are thought to be results of their 
  ancestral time in the Feywild, often standing two 
  to three feet tall as adults and weighing nearly 150 
  pounds. They have one or two, or rarely three, pairs 
  of horns, which need not be asymmetrical. These 
  creatures are well-adapted to the cold and are known 
  to use their claws to climb even sheer rock faces. 
  Notably, their evolution in the Feywild seems to 
  have conferred a resistance to magic, like that of fey 
  creatures.
  Hellcat
  Small beast, fey
  Armor Class 13 (natural armor)
  Hit Points 18 (4d6 + 4)
  Speed 40 ft., climb 30 ft.
  STR
  12 (+1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  3 (–4)
  WIS
  12 (+1)
  CHA
  6 (–2)
  Skills Acrobatics +4, Athletics +3, Perception +3, 
  Stealth +4
  Senses passive Perception 13
  Languages understands Common, but can’t speak
  CHALLENGE 1/4 (50 XP)
  Charge. If the hellcat moves at least 20 feet straight 
  toward a target and then hits it with a ram attack 
  on the same turn, the target takes an extra 3 (1d6) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 11 Strength saving throw or be 
  knocked prone.
  Magic Resistance. The hellcat has advantage on 
  saving throws against spells and other magical effects.
  Keen Smell. The hellcat has advantage on Wisdom 
  (Perception) checks that rely on smell.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Drop. Melee Weapon Attack: +4 to hit, one creature 
  directly underneath the hellcat. Hit: 5 (1d6 + 2) 
  piercing damage plus 3 (1d6) bludgeoning damage, 
  and if the target is Medium or smaller, it must succeed 
  on a DC 11 Strength saving throw or be knocked 
  prone.
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage.
  
  11
  Fantastical Felines
  Longcat
  A rarity these days, longcats are mirthful creatures 
  from ancient times who bring delight and fortune to 
  the righteous, and terrible wrath upon the corrupt. 
  Inscrutable Morals. Longcats possess an 
  incorruptible moral code and eyes which can plumb 
  the depths of mortal hearts. If they find earnest 
  goodness in someone, they might make a spectacular, 
  if fleeting, ally for them. However, longcats are quick 
  to attack gnolls, trolls, cruel lords, and others known 
  to spread misery. Their very eyes which scan for 
  moral fiber can unleash fiery rays, and their breath 
  steals one’s balance. Evil spellcasters, specifically, 
  know to avoid longcats, as the tricksy felines know an 
  ancient secret for turning magic back on its caster.
  Vestige of a Bygone Age. Though longcats 
  might resemble serpents, they trace their lineage 
  and their mystical powers to the Upper Planes. In 
  the world’s halcyon days, they and their magical 
  kin were once as abundant as frogs and vines, 
  and ancient peoples worshipped them as lucky 
  spirits. As centuries passed, however, attention to 
  these creatures declined, and longcats and their ilk 
  disappeared into the far-off corners of existence. 
  Though seldom seen now, their appearances to the 
  pure of heart are no less blissful than in days gone.
  Longcat
  Medium celestial, lawful good
  Armor Class 15
  Hit Points 129 (22d8 + 30)
  Speed 40 ft., climb 30 ft., fly 70 ft.
  STR
  15 (+2)
  DEX
  20 (+5)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  17 (+3)
  CHA
  19 (+4)
  Saving Throws Dex +8, Int +4
  Skills Perception +6, Stealth +8
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities grappled, prone
  Senses passive Perception 16
  Languages understands Celestial, but can’t speak
  CHALLENGE 5 (700 XP)
  ACTIONS
  Constrict. Melee Weapon Attack: +8 to hit, reach 
  10 ft., one Medium or smaller creature. Hit: 12 (2d6 + 
  5) bludgeoning damage, and the target is grappled 
  (escape DC 15). Until this grapple ends, the target 
  is restrained, and the longcat can’t constrict another 
  target.
  Eye Rays. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one creature. Hit: 14 (4d6) fire damage.
  Dizzying Breath (Recharge 5-6). The longcat exhales 
  sparkling mist in a 20-foot cone. Each creature in that 
  area must make a DC 14 Constitution saving throw 
  or have disadvantage on Dexterity-based attack rolls, 
  Dexterity checks, and Dexterity saving throws for one 
  minute. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success.
  REACTIONS
  Spell Reflection. If the longcat makes 
  a successful saving throw against a 
  spell that targets it, or a spell 
  attack misses it, the longcat 
  can choose another creature 
  (including the spellcaster) it 
  can see within 30 feet of it. 
  The spell targets the chosen 
  creature instead of the 
  longcat. If the spell requires 
  a creature to make a saving 
  throw to resist its effects, the 
  chosen creature makes its own 
  save against the spell. If the 
  spell was an attack, the attack 
  roll is rerolled against the 
  chosen creature.
  
  12
  Mage Hand Press
  Nyctosphinx
  A lesser-known variety of sphinx, the nyctosphinx 
  is often taken to be a sinister creature; in truth, any 
  sphinx can be terrible and cruel to those it judges 
  unworthy, and a nyctosphinx is no different. Perching 
  high atop city buildings and towers at night, they 
  will, when the mood is favorable, barter secrets with 
  those willing to scale the heights to find them. When 
  it is unfavorable, a nyctosphinx has little qualm 
  dragging interlopers off their perch to be dashed 
  against the streets far below.
  Greedy for Fascination. A nyctosphinx 
  treasures knowledge of all kinds and accumulates 
  a veritable library of stories from places even 
  thousands of miles away. They are attracted to the 
  activity and learning found in cities, though they 
  prefer to lurk in the city’s high perches with the 
  stillness of night. Haughty and capricious, they are 
  only happy to share secrets of lost lands or distant 
  treasures in exchange for knowledge they deem 
  equally valuable or esoteric. While not above the 
  occasional lie of omission or misleading turn of 
  phrase, nyctosphinxes consider an outright lie 
  Nyctosphinx
  Medium monstrosity, lawful neutral
  Armor Class 16 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 35 ft., fly 60 ft.
  STR
  16 (+3)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  16 (+3)
  WIS
  16 (+3)
  CHA
  14 (+2)
  Skills Arcana +6, Deception +5, History +6, 
  Perception +6
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities psychic
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Sphinx
  CHALLENGE 5 (1,800 XP)
  Inscrutable. The sphinx is immune to any effect that 
  would sense its emotions or read its thoughts, as well 
  as any divination spell that it refuses. Wisdom (Insight) 
  checks made to ascertain the sphinx’s intentions or 
  sincerity have disadvantage.
  Spellcasting. The sphinx is a 6th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14). It 
  requires no material components to cast its spells. The 
  sphinx has the following wizard spells prepared:
  Cantrips (at will): dancing lights, message, minor 
  illusion
  1st level (4 slots): comprehend languages, detect 
  magic, identify
  2nd level (3 slots): alter self, detect thoughts, see 
  invisibility
  3rd level (3 slots): bestow curse, clairvoyance, major 
  image
  Sunlight Sensitivity. While in sunlight, the sphinx 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  ACTIONS
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target 
  was already hit by a Claw attack this turn, it is grappled 
  (escape DC 14).
  Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (1d12 + 3) bludgeoning damage.
  Change Shape. The sphinx magically polymorphs into 
  a Tiny cat or back to its true form. Other than its size, 
  its statistics are the same in both forms.
  
  13
  Fantastical Felines
  Pogocat
  The pogocat is a wicked and 
  ridiculous creature, perpetually 
  bouncing on its singular springy 
  leg. It will chase and attack 
  creatures doggedly, harrying 
  even those many times its 
  size. Very little intimidates 
  them, and they will throw 
  themselves as violently 
  against an orcish warleader 
  as they will a travelling 
  tutor. While endlessly 
  vicious even to their own 
  kind, they will happily group 
  into a great bounding pack if 
  it means they can make prey 
  of still greater victims.
  Impossibly Resilient. 
  Perhaps the most insidious injuries caused by 
  pogocats are those inflicted indirectly by allies. 
  Their elastic bodies can absorb truly tremendous 
  amounts of blunt force, turning them into yowling 
  projectiles that can ricochet violently into anything 
  around them, splintering trees, bursting walls, and 
  brutalizing unlucky co-combatants in their wild 
  trajectory. Researchers—often those with more 
  curiosity than sense—have tried to put the secrets of 
  their peculiar bodies to use, attempting to develop 
  ways to make other creatures similarly resilient to 
  hard impacts and great falls. In the luckiest cases, it 
  is merely the impenetrable mystery that overwhelms 
  them, and not the captive pogocats.
  Merciless Invaders. Every few decades, 
  some unhappy settlement is the target of a mass 
  gathering of pogocats hellbent on mischief. This wild 
  catastrophe, called a rumspringa, becomes a hop-
  along nightmare as the varmints invade homes and 
  harang residents, shredding clothes and furniture, 
  and even stealing from and taunting their miserable 
  victims. The endless scratches, bites, and decimation 
  of property can stretch into weeks without heroic 
  intervention to drive the deranged creatures away.
  beneath them. It is said that a nyctosphinx attacking 
  in the night can be placated by telling it a riddle; 
  allegedly, they will sit thoughtfully to consider until 
  they have an answer, and if dawn comes first, they 
  will beg the answer and leave in peace.
  Curious Observers. Some adventurers have 
  success finding nychtosphinxes by carefully watching 
  city skylines at sundown, searching for shapes too 
  large to be birds settling on the highest buildings. 
  However, a nyctosphinx is just as likely to enter 
  a city by day in the form of an ordinary-looking 
  black cat. Some will take up residence in bookstores 
  and libraries—anywhere they might learn new and 
  interesting secrets or stories, masquerading as an 
  ordinary shop pet for years at a time. Common 
  superstition suggests that cities with increased 
  nyctosphinx sightings are in their last doomed years, 
  attracting creatures eager to learn of the coming 
  demise firsthand. 
  Pogocat
  Small monstrosity, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 15 ft.
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  3 (–4)
  WIS
  12 (+1)
  CHA
  7 (–2)
  Skills Perception +3
  Damage Immunities bludgeoning
  Condition Immunities prone
  Senses passive Perception 13
  Languages —
  CHALLENGE 1/4 (50 XP)
  Rubber-Topped. When the pogocat would take 
  bludgeoning damage from an attack, it is instead 
  pushed in a line away from the attack a number of feet 
  equal to the amount of bludgeoning damage it would 
  have taken if it were not immune. Each creature in the 
  line must succeed a DC 14 Dexterity saving throw or 
  take half the damage the pogo cat would have taken.
  Spring-Bottomed. The pogocat is immune to falling 
  damage and, after falling, it can choose to bounce 
  back to the height from which it originally fell. This 
  bounce does not provoke opportunity attacks. It can 
  use its reaction to make a bite attack on a creature it 
  moves past during any point during its fall or bounce.
  Trouncy. The pogocat’s long jump and high jump are 
  20 feet, with or without a running start. Medium or 
  smaller creatures do not create an obstacle.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  
  14
  Mage Hand Press
  creatures. However, psycats are notoriously cryptic, 
  issuing prophecies of vague and foreboding portent 
  that have little in the way of actionable information. 
  They invariably turn out to be true, or near enough 
  to convince believers, but many are so abstract that 
  it’s impossible to know if they’re nonsense. 
  Psycats possess powerful psychic abilities, above 
  and beyond their windows of sight into the future. 
  Most obviously, they can hover, hurl objects about 
  telekinetically, and speak using only their minds, but 
  they also command a host of other psionic powers 
  used to deter and destroy would-be predators.
  Psycat
  The haunting, enigmatic psycat is often but a distant 
  observer of our realm, an ethereal watcher bearing 
  strange psychic powers. Despite this, it is an object of 
  fascination and a symbol of the supernatural. 
  Ethereal Watchers. Psycats drift at the borders 
  of the Ethereal Plane and other planes of existence, 
  fading into and out of reality at their leisure. They 
  might visit distant Elemental Planes or even various 
  afterlifes in their travels, but they remain distant 
  and curiously observing, choosing to intervene only 
  rarely. Most often, a psycat can be spotted hovering 
  far off just before sunrise, or in the moments 
  preceding someone’s disastrous end.
  For reasons known only to them, psycats will 
  occasionally follow one person or a group for 
  many months at a time. Perhaps it is because they 
  pick favorites in who they observe, or perhaps it is 
  because they see some dramatic event looming in 
  their future. 
  Feline Foreseers. Owing to its third eye, the 
  psycat sees all things with a supernatural prescience. 
  Mystics and soothsayers are known to leave out 
  saucers of milk in hard-to-reach places on the off 
  chance it attracts one of these seemingly all-knowing 
  Psycat
  Small monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 54 (12d6 + 12)
  Speed 35 ft., fly 60 ft. (hover)
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  18 (+4)
  CHA
  10 (+0)
  Skills Insight +6, Perception +6, Stealth +5
  Condition Immunities charmed, frightened
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 16
  Languages understands Common, but can’t speak, 
  telepathy 120 ft.
  CHALLENGE 4 (1,100 XP)
  Magic Resistance. The psycat has advantage on 
  saving throws against spells and other magical effects.
  Innate Spellcasting (Psionics). The psycat’s innate 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no components:
  At will: mage hand (the hand is invisible), magic 
  missile, silent image
  1/day each: invisibility (self only), plane shift, 
  telekinesis
  3/day each: suggestion
  ACTIONS
  Perception Ray. Ranged Spell Attack: +6 to 
  hit, range 120 ft., one creature. Hit: 21 (6d6) 
  psychic damage and the target can neither see 
  nor hear the psycat until the end of its next 
  turn.
  Insight. The psycat chooses one creature 
  it can see within 60 feet. For 1 minute, the psycat 
  can see into that creature’s future, and predicts its 
  words and actions. That creature has disadvantage on 
  attack rolls against the psycat, and the psycat’s attack 
  rolls have advantage agaisnt the creature.
  
  15
  Fantastical Felines
  one far up in the trees, chittering amongst its heads 
  about how it might regard its new interlopers. Those 
  that pose little threat may be approached by the 
  creature and regarded affectionately, as though they 
  were kittens that can’t be relied upon to hunt for their 
  own food. A guardian purrberus may understand 
  simple phrases in Celestial or another of its deity’s 
  languages, but its willingness to heed any commands 
  it may recognize is another matter entirely.
  Purrberus
  The elusive purrberus is a great, 
  three-headed cat the size of a 
  small dragon and every bit as 
  formidable. Nesting deep in ancient 
  jungles where trees grow to the 
  size of towers, a purrberus leads 
  a solitary life (save for its other 
  heads), climbing high in the treetops 
  to hunt such unusual game as roc eggs 
  and lizardfolk.
  Divine Guardians. A purrberus is often the 
  appointed protector of a site precious to deities of 
  the hunt or the forest. They loom above enchanted 
  groves or amongst lost ruins, investigating any signs 
  of trespass. By nature, a purrberus will retreat to the 
  jungle canopy once it senses itself on the losing end 
  of a scuffle. However, in service to a greater power, 
  it will fight unflinchingly until it has served its 
  purpose, whether that be to test the mettle of those 
  who must prove themselves worthy or until its last 
  breath to defend its charge. Those who kill a deity’s 
  chosen purrberus will quickly find they have drawn a 
  great and relentless ire upon themselves.
  Curious Giants. For all its raw strength, a 
  purrberus poses less threat to hapless discoverers 
  than one might assume. A canny observer might spot 
  ACTIONS
  Multiattack. The purrberus makes four attacks: one 
  with its claws and three with its bite.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (2d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 10 (2d10 + 5) slashing damage, and 
  the target is pulled 5 feet toward it.
  REACTIONS
  Leap (Recharge 4-6). When the purrberus takes 
  damage from an attack, it can jump to an unoccupied 
  location up to 25 feet away, which can be up to 15 feet 
  higher than its current location. This movement does 
  not provoke opportunity attacks, and Large or smaller 
  creatures do not create an obstacle.
  Purrberus
  Huge monstrosity, any lawful alignment
  Armor Class 16 (natural armor)
  Hit Points 179 (16d12 + 75)
  Speed 50 ft., climb 35 ft.
  STR
  14 (+2)
  DEX
  20 (+5)
  CON
  20 (+5)
  INT
  9 (–1)
  WIS
  12 (+1)
  CHA
  6 (–2)
  Skills Perception +5, Stealth +9
  Senses passive Perception 15
  Languages Celestial
  CHALLENGE 9 (5,000 XP)
  Three-Headed. The purrberus has advantage on 
  Wisdom (Perception) checks and on saving throws 
  against being blinded, charmed, deafened, frightened, 
  stunned, or knocked unconscious.
  Pounce. If the purrberus moves at least 20 feet 
  straight toward a creature and then hits with a claw 
  attack on the same turn, that target must succeed on 
  a DC 16 Strength saving throw or be knocked prone. If 
  the target is prone, the purrberus can make three bite 
  attacks against it as a bonus action.
  
  16
  Mage Hand Press
  Spider-Cat 
  Bringing to bear the predatory instincts of two of 
  nature’s most proficient predators, the arachnus-catus 
  —known simply as the spider-cat—is an eight-legged 
  terror to all manner of rodents and vermin.
  Cities and Woodlands. Spider felines thrive 
  in the verdant safety of forests, where they can 
  spin elaborate webs and wait patiently for prey to 
  arrive. Anything from rabbits to small deer can find 
  themselves entangled in the spider-cat’s web, before 
  suffering a paralytic bite that gradually renders them 
  immobile. 
  Only recently have some spider-cats abandoned 
  their longtime forest habitats in favor of the shaded 
  refuge of cities. There, they can find no more perfect 
  a hunting ground than the attics, basements, and 
  sewers in which small rodents (and all manner of 
  housepets) dwell. Unlike normal house spiders, 
  however, spider-cats’ webs can entangle people 
  many times their size, making them a dangerous 
  nuisance that, left unchecked, can quickly evolve 
  into an infestation. On the bright side, an infestation 
  of spider cats does wonders for stamping out other 
  vermin which might plague a city, with the downside 
  being that spider-cats are undoubtedly worse. 
  Unremarkable Origins. Citing the long-
  understood history of the owlbear, natural scholars 
  are quick to assume that a wizard was responsible 
  for the creation of the spider-cat. It is more likely, 
  however, though undoubtedly less fantastic, that 
  this forest predator evolved like any other creature. 
  Surely, the greatest mystery that looms over the 
  spider-cat is whether it is, in fact, or horrific or 
  strangely adorable.
  Spider-Cat
  Small beast, neutral
  Armor Class 13
  Hit Points 54 (12d6 + 12)
  Speed 40 ft., climb 40 ft.
  STR
  8 (–1)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  6 (–2)
  WIS
  14 (+2)
  CHA
  7 (–2)
  Skills Perception +6, Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 16
  Languages —
  CHALLENGE 2 (450 XP)
  Pounce. If the spider-cat moves at least 20 feet 
  straight toward a creature and then hits with a claw 
  attack on the same turn, the target must succeed on a 
  DC 13 Strength saving throw or be knocked prone. If 
  the target is prone, the spider-cat can make one bite 
  attack against it as a bonus action.
  Spider Climb. The spider-cat can climb difficult 
  surfaces, including upside down and on ceilings, 
  without needing to make an ability check.
  Web Sense. While in contact with a web, the spider-
  cat knows the exact location of any other creature in 
  contact with the same web.
  Web Walker. The spider-cat ignores movement 
  restrictions caused by webbing.
  ACTIONS
  Mutliattack. The spider-cat makes two attacks with 
  its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage and the target 
  must make a DC 11 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  on a successful one.
  If the target fails its saving throw, it becomes 
  paralyzed for up to 1 minute. It can repeat the 
  saving throw at the end of each of its turns, 
  ending the effect on a success.
  Claws. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing 
  damage.
  Web (Recharge 5-6). Ranged Weapon Attack: 
  +5 to hit, range 30/60 ft., one creature. Hit: The 
  target is restrained by webbing. As an action, 
  the restrained target can make a DC 11 Strength 
  check, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 
  10; 5 HP; vulnerability to fire damage; immunity to 
  bludgeoning, poison and psychic damage).
  
  17
  Fantastical Felines
  Swarm of Kittens 
  One kitten is perfectly adorable and practically 
  harmless, but hundreds? Thousands? That’s when 
  kittens become positively deadly. A swarm of kittens 
  immobilizes its foe with every flavor of adorableness 
  before rolling over them in a cascade of fur and 
  claws. Victims routinely die with dumb smiles on 
  their faces, as they are coated in thousands of scratch 
  marks.
  Unnatural Furballs. No matter how much 
  tuna or catnip one brings to bear, a swarm of kittens 
  can only be assembled through unnatural forces. In 
  this way, a swarm of kittens has much in common 
  with vicious swarms of bats, rats, or insects, with the 
  sole difference that it’s just unbelievably adorable. 
  Even the most battle-hardened warrior should be 
  remiss to harm a single hair in this monstrously 
  roving ball of fur.
  Swarm of Kittens
  Large swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 33 (6d10)
  Speed 30 ft., climb 20 ft.
  STR
  9 (–1)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  1 (–5)
  WIS
  9 (–1)
  CHA
  18 (+4)
  Skills Perception +3
  Damage Immunities bludgeoning
  Condition Immunities prone
  Senses passive Perception 13
  Languages —
  CHALLENGE 1 (200 XP)
  Adorable. Any creature that starts its turn within 10 
  feet of the swarm must succeed on a DC 14 Wisdom 
  saving throw or be charmed by the swarm until the 
  start of the creature’s next turn. The creature has 
  disadvantage on the save if it is in the swarm’s space. 
  On a successful saving throw, the creature is immune 
  to the adorableness of all swarms of kittens for 1 hour.
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny kitten. 
  The swarm can’t regain hit points or gain temporary hit 
  points.
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., 
  one target in the swarm’s space. Hit: 20 (8d4) slashing 
  damage, or 10 (4d4) slashing damage if the swarm has 
  fewer than half of its hit points remaining.
  
  18
  Mage Hand Press
  beside or on their masters for only a few hours at a 
  time, generally during the heat of the day.
  Double-Edged Popularity. Due to their 
  novelty, winged cats can be found periodically at 
  markets in virtually every corner of the world. 
  Demand for them has spurred both breeders and 
  poachers alike, for good or for ill.  Any long-term 
  confinement, whether in a small shipping crate or 
  even homes too small to fly in, can be disastrous for 
  their long-term health. After a few months, their rear 
  wings will begin to curl painfully on themselves as 
  the muscles atrophy—a perennially loud and anxious 
  winged cat is a sure sign of an overly long captivity.
  Winged Cat
  Slightly larger than an average housecat, winged cats 
  are prized for their ability to bring all the grace of 
  their earthbound counterparts to the air. Native to 
  the most temperate regions near deserts, they are 
  popular animal companions to rangers of the area. 
  They are swift and individualistic creatures, making 
  poor pets for all but the most experienced trainers, as 
  they are eager to claw fixtures low and high, and tire 
  of indoor confinement after a matter of hours.
  Beasts of Fancy. Winged cats are not disloyal 
  travelling companions, but they do tend to test the 
  limits of acceptable distance from their masters, 
  straying high into trees or flying ahead just to the 
  edge of sight. Even dutiful owners will find their 
  winged cat gone for minutes on end, especially 
  during travel through unfamiliar land. They are 
  quintessentially curious beasts, stopping to rest 
  Winged Cat
  Small beast, unaligned
  Armor Class 13
  Hit Points 7 (2d6)
  Speed 40 ft., climb 30 ft., fly 50 ft.
  STR
  7 (–2)
  DEX
  17 (+3)
  CON
  10 (+0)
  INT
  3 (–4)
  WIS
  12 (+1)
  CHA
  11 (+1)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages —
  CHALLENGE 1/4 (50 XP)
  Keen Smell. The winged cat has advantage on 
  Wisdom (Perception) checks that rely on smell.
  ACTIONS
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (2d4) slashing damage.
  
  19
  Fantastical Felines
  d100
  Name
  d100
  Name
  01
  Mittens
  41
  Hildi
  02
  Luna
  42
  Cueball
  03
  Avocado
  43
  Razz
  04
  Salem
  44
  Dutchess
  05
  Bramblepelt
  45
  Lambo
  06
  Loki
  46
  Jade
  07
  Tonks
  47
  Buttons
  08
  Jiji
  48
  Grika
  09
  Butterscotch
  49
  Mab
  10
  Tidge
  50
  Gremlin
  11
  Wee Beb
  51
  Bigglesworth
  12
  Bean
  52
  Raymi
  13
  Marley
  53
  Kiki
  14
  Patch
  54
  Puddin
  15
  Elmo
  55
  Sunshine
  16
  Squall
  56
  Bramble
  17
  Snuggles
  57
  Gheera
  18
  Suki
  58
  Jinx
  19
  Pickle
  59
  Jinkies
  20
  Mowgli
  60
  Pook
  21
  Milkshake
  61
  Tinkerbell
  22
  Purrsival
  62
  Lil’ Bits
  23
  Wigglebutt
  63
  Mako
  24
  Taco
  64
  Romulus
  25
  Puzzle
  65
  Katerina
  26
  Minnie
  66
  Tom
  27
  Shirly
  67
  Frumpkin
  28
  Tobias
  68
  Calleigh
  29
  Belle
  69
  Patches
  30
  Hobbes
  70
  Nugget
  31
  King Tut
  71
  Momo
  32
  Wicky
  72
  Wednesday
  33
  Fafnir
  73
  Rusty
  34
  Numpty
  74
  Lucipurr
  35
  Boris
  75
  Milo
  36
  Sooty
  76
  Tuna
  37
  Granger
  77
  Figgy
  38
  Salmon
  78
  Marlowe
  39
  Archie
  79
  Leo
  40
  Sassy
  80
  Merlin
  A wayward adventurer who comes face-to-face with 
  a feline from this book might have a faint heart when 
  it comes to subduing their foe. Who can blame them, 
  when the batcat and cactus cat seem divinely inspired 
  to melt hearts? In these situations, the adventurer 
  might try to scare their foe off or befriend it, though 
  the latter option is undoubtedly the most preferred 
  among ailurophiles. 
  A wise GM should be skeptical about 
  introducing a powerful pet into the party, so in this 
  chapter, we present less powerful statistics for the 
  cats presented in this book, suitable to be used as 
  pets or summoned with the find familiar spell.
  Feline Familiars
  Feline
  As a Familiar
  Catapillar
  Use as-is
  Catbat
  Use as-is
  Cactus Cat
  Remove “Pinburst” ability
  Cathulhu
  Use familiar statistics
  Cat of War
  Use familiar statistics
  Copycat 
  Use familiar statistics
  Hellcat 
  Remove “Charge” ability and “Drop” 
  attack
  Longcat 
  Use familiar statistics
  Nyctosphinx Use familiar statistics
  Pogocat 
  Reduce hit points to 13 (3d6 + 3)
  Psycat
  Use familiar statistics
  Purrberus 
  Use familiar statistics
  Spider-Cat 
  Use familiar statistics
  Swarm of 
  Kittens
  One kitten (using housecat statistics) 
  can be adopted from the swarm
  Winged Cat
  Use as-is
  Cat Names
  You can roll on the following d100 table to generate 
  an adorable name for any mundane or magical cat. 
  Optionally, you can roll on the d6 table below to add 
  a prefix.
  d6
  Name
  d6
  Name
  1
  Mister
  4
  Doctor
  2
  Miss
  5
  Captain
  3
  Sir
  6
  Professor
  Chapter 2: Feline Familiars
  
  20
  Mage Hand Press
  Cat of War Familiar
  Medium beast, unaligned
  Armor Class 11
  Hit Points 16 (3d8 + 3)
  Speed 35 ft., climb 25 ft., swim 25 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  2 (–4)
  WIS
  10 (+0)
  CHA
  7 (–2)
  Skills Acrobatics +3, Athletics +4, Perception +2, 
  Stealth +3
  Senses passive Perception 12
  Languages understands Common, but can’t speak
  CHALLENGE 1/4 (50 XP)
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The cat has advantage on attack rolls 
  against a creature if at least one of the cat’s allies 
  is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Copycat Familiar
  Small monstrosity (shapechanger), neutral
  Armor Class 11
  Hit Points 22 (5d6 + 5)
  Speed 35 ft., climb 30 ft.
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  11 (+0)
  INT
  9 (–1)
  WIS
  10 (+0)
  CHA
  8 (–1)
  Skills Perception +2, Stealth +3
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  CHALLENGE 1/8 (25 XP)
  Shapechanger. The copycat can use its action to 
  polymorph into a Small or Tiny cat, or back into its 
  true, amorphous form. Other than its size, its statistics 
  are the same in both forms. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies.
  Adhesive. The copycat adheres to anything that 
  touches it. A creature which touches the copycat 
  becomes stuck to it until it uses its action to make 
  a successful DC 10 Strength check, made with 
  disadvantage. The copycat can only adhere to one 
  creature at a time. The copycat has advantage on 
  attack rolls against any creature adhered to it.
  81
  Keen
  91
  Cosmo
  82
  Higgins
  92
  Bucket
  83
  Poggers
  93
  Gibbs
  84
  Gizmo
  94
  Doobles
  85
  Missy
  95
  Mortisha
  86
  Pepper
  96
  Smokey
  87
  Fluffybutt
  97
  Denmark 
  88
  Kuzco
  98
  Oliver
  89
  Juju
  99
  Buffie 
  90
  Indy
  00
  Catsonova
  Housecat
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 2 (1d4)
  Speed 40 ft., climb 30 ft.
  STR
  3 (–4)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  3 (–4)
  WIS
  12 (+1)
  CHA
  7 (–2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  CHALLENGE 0 (10 XP)
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell.
  ACTIONS
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., 
  one target. Hit: 1 slashing damage.
  Cathulhu Familiar
  Medium aberration, neutral evil
  Armor Class 12
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 30 ft.
  STR
  14 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  10 (+0)
  CHA
  11 (+0)
  Skills Perception +2, Stealth +3
  Senses darkvision 120 ft., passive Perception 12
  Languages —
  CHALLENGE 1/4 (50 XP)
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  
  21
  Fantastical Felines
  ACTIONS
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  Change Shape. The sphinx magically polymorphs into 
  a Tiny cat or back to its true form. Other than its size, 
  its statistics are the same in both forms.
  Psycat Familiar
  Small monstrosity, neutral
  Armor Class 12
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., fly 50 ft. (hover)
  STR
  8 (–1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  16 (+3)
  CHA
  10 (+0)
  Skills Insight +5, Perception +5, Stealth +4
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 15
  Languages understands Common, but can’t speak, 
  telepathy 120 ft.
  CHALLENGE 1/8 (25 XP)
  Innate Spellcasting (Psionics). The psycat’s innate 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no components:
  At will: mage hand (the hand is invisible), silent image
  1/day each: invisibility (self only)
  ACTIONS
  Perception Ray. Ranged Spell Attack: +5 to hit, range 
  120 ft., one creature. Hit: 3 (1d6) psychic damage and 
  the target can neither see nor hear the psycat until the 
  end of its next turn.
  ACTIONS
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  The target is subjected to the copycat’s Adhesive trait.
  Longcat Familiar
  Medium celestial, lawful good
  Armor Class 13
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., climb 30 ft.
  STR
  12 (+1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  14 (+2)
  Skills Perception +4, Stealth +4
  Condition Immunities grappled, prone
  Senses passive Perception 14
  Languages understands Celestial, but can’t speak
  CHALLENGE 1/4 (50 XP)
  ACTIONS
  Constrict. Melee Weapon Attack: +4 to hit, reach 
  10 ft., one Medium or smaller creature. Hit: 5 (1d6 + 
  2) bludgeoning damage, and the target is grappled 
  (escape DC 12). The longcat can grapple only one 
  creature at a time.
  Nyctosphinx Familiar
  Medium monstrosity, lawful neutral
  Armor Class 12
  Hit Points 17 (3d8 + 3)
  Speed 35 ft., fly 60 ft.
  STR
  14 (+2)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  15 (+2)
  WIS
  15 (+2)
  CHA
  13 (+1)
  Skills Arcana +4, Deception +3, History +4, 
  Perception +4
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 14
  Languages Common, Sphinx
  CHALLENGE 1/8 (25 XP)
  Inscrutable. The sphinx is immune to any effect that 
  would sense its emotions or read its thoughts, as well 
  as any divination spell that it refuses. Wisdom (Insight) 
  checks made to ascertain the sphinx’s intentions or 
  sincerity have disadvantage.
  Sunlight Sensitivity. While in sunlight, the sphinx 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  
  22
  Mage Hand Press
  Spider-Cat Familiar
  Small beast, neutral
  Armor Class 12
  Hit Points 18 (4d6 + 4)
  Speed 40 ft., climb 40 ft.
  STR
  8 (–1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  6 (–2)
  WIS
  14 (+2)
  CHA
  7 (–2)
  Skills Perception +4, Stealth +4
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14
  Languages —
  CHALLENGE 1/8 (25 XP)
  Spider Climb. The spider-cat can climb difficult 
  surfaces, including upside down and on ceilings, 
  without needing to make an ability check.
  Web Sense. While in contact with a web, the spider-
  cat knows the exact location of any other creature in 
  contact with the same web.
  Web Walker. The spider-cat ignores movement 
  restrictions caused by webbing.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Purrberus Familiar
  Huge monstrosity, unaligned
  Armor Class 13
  Hit Points 19 (2d12 + 6)
  Speed 30 ft., climb 25 ft.
  STR
  12 (+1)
  DEX
  17 (+3)
  CON
  16 (+3)
  INT
  3 (–4)
  WIS
  12 (+1)
  CHA
  6 (–2)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages Celestial
  CHALLENGE 1/4 (50 XP)
  Three-Headed. The purrberus has advantage on 
  Wisdom (Perception) checks and on saving throws 
  against being blinded, charmed, deafened, frightened, 
  stunned, or knocked unconscious.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 5 (1d4 + 3) slashing damage, and the 
  target is pulled 5 feet toward it.
  That purrberus is just a great big three-
  headed kitten once you get to know it. Likes 
  tuna, belly rubs, and takin’ naps, and 
  one of its heads is almost always named 
  “Mittens”.  It’ll chase a will-o-the-wisp 
  around a field for hours. 
  
  Alexander Garcia
  Alonzo Chiante’ 
  Washington
  Andrew Capstack
  Anthony Currier-Reagor
  Ashran Firebrand
  BardlyWritten 
  Brandon Johnson
  Brandon Martin
  Brent Simmonds
  Charles Koeppel
  Chris Mitchell
  Chris Zito
  Corbin Waters
  Corwin 
  Daniel Lamoureux
  Darion Nutter
  Derek Miranda
  Drew Hayes
  Dylan Vinyard
  Fabhar 
  Gabi Anthony
  Garrett Lloyd
  George Tolley
  Grand Moff Xela
  Harry 
  Jack Heimbach
  Jacob Otwell
  James Belin
  James Mitchell
  Jason Jones
  Jerry Doolin
  Jesus Andujo
  Joan Mulberry
  Joe Shine
  Joel Grote
  John Hoffman
  Joseph Blanc
  Joshua  Cates
  Julien Therrien
  Justin Danner
  Justin Forkner
  Ken de Jong
  Ken Fairbank 
  Kenneth Andersen
  Know-Nothing Bozo the 
  Non-Wonder Dog
  Kovaud Homebrew
  Kris Hunter
  Krist 
  Kura Tenshi
  Kyle Waddell
  Magnus 
  Marc-Antoine Côté
  Matthew Atkins
  Matthew Evangelidis
  Maximilian Beit
  Michael Davis
  Mickale Bush
  Mike Litkewitsch
  NecroJester 
  Not_A_Robot 
  Pandric 
  Patrick Rooney
  PucThePlayful 
  Robert Field
  Runehammer 
  Ryan Patrick Nolan
  Ryan Russell
  Santiago Mendez IV
  Sean Barrentine
  Shawn Labay
  Spencer Houston
  Star-Lord Wright
  Stephen Grote
  Taylor Kent
  Thantos 
  The Knuckle of Vecna
  The Palm of Vecna
  tyrell hayward
  Zackary D Szechenyi
  Zaxov Phoenix
  Producers
  License
  This material is being released under the Open Gaming License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work co
  vered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement. Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.0 2 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. 
  COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
  Fantastical Felines Copyright 2020, Mage Hand Press LLC; authors Michael Holik, Matthew Penell
  END OF LICENSE
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Fantastical Felines 1.0.pdf