“Shadowbound Familiar: The Enigmatic Black Cat of Arcane Omens”
Shadow-furred and silent as midnight mist, the black cat prowls with eyes like molten gold, a cunning omen of both mischief and mystery in the moonlit world it haunts.

Shrouded in jet-black fur that seems to drink in light, the black cat moves with ghostly grace. Eyes of molten gold or green gleam with eerie intelligence, and its sleek form exudes an unsettling aura of both elegance and mischief. In moonlight, its shadow stretches unnaturally, as if it slips between worlds.
Behaviour:
Elusive and watchful, black cats are creatures of cunning and curiosity. They often observe from hidden corners and vanish when approached. They act with an uncanny awareness of omens and unseen forces, rewarding or punishing those they encounter depending on circumstance.
Habitat:
They favor shadowed alleys, ancient ruins, and secluded forests—any place rich with secrecy and quiet. Territories are small but carefully patrolled, especially on nights of mystical significance.
Modus Operandi:
Black cats hunt silently, stalking prey or intruders with supernatural patience. Some serve as familiars subtly influencing events around them while remaining unseen. They bring mischief, guard secrets, or appear as signs to those attuned to omens.
Motivation:
Beyond survival, black cats are driven by curiosity, a mystical awareness of fate, and the desire to influence or observe the world around them. They reward the kind-hearted, warn the cautious, and punish the careless, moving always according to the threads of destiny they sense.
Black Cat 5e 2024
Witch’s Familiar (Black Cat) 5e 2024
Witch’s Familiar Black Cat, Pathfinder
Black Cat 3.5
Black Cat

Tiny Beast, Chaotic Neutral
Armor Class: 13 (natural agility)
Hit Points: 18 (4d4 + 8)
Speed: 40 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) | 14 (+2) |
Saving Throws: Dex +6, Wis +5
Skills: Stealth +8, Perception +5, Insight +5
Damage Resistances: Psychic
Condition Immunities: Frightened (against normal creatures)
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Common and Sylvan, cannot speak
Challenge: 2 (450 XP)
Traits
Shadow Slip. The black cat can move through a space as narrow as 1 inch wide without squeezing. When in dim light or darkness, it can teleport up to 10 ft. to an unoccupied space it can see as a bonus action.
Omen Sense. The black cat senses magical disturbances and supernatural presence within 60 ft. It has advantage on Perception and Insight checks to detect danger or hidden entities.
Magic Resistance. The black cat has advantage on saving throws against spells and magical effects.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Fate Tap (Recharge 5–6). The black cat lightly taps a creature with its paw, subtly altering fate. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll, saving throw, or ability check.
Reactions
Evasive Reflex. When a creature the black cat can see attacks it, the cat can move up to 20 ft. without provoking opportunity attacks.
Legendary Actions
The black cat can take 2 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.
- Shadow Glide. The black cat moves up to its speed without provoking opportunity attacks.
- Fate Flicker. The black cat forces one creature within 30 ft. to reroll a d20 of its choice (attack, saving throw, or ability check).
Tactics
The black cat avoids direct confrontation, using stealth and agility to observe and influence the battlefield. It relies on Fate Tap and Fate Flicker to hinder key foes while Shadow Slip and Shadow Glide allow rapid repositioning. The cat strikes opportunistically, using its small size and magical senses to exploit openings and disappear before retaliation.
Witch’s Familiar Black Cat

CR 3
XP 800
Tiny fey
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 size, +2 natural)
hp 30 (4d8+12)
Fort +4, Ref +8, Will +6
DR 5/cold iron
Immune charm, fear
Resist cold 5, fire 5
SR 14
OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 claws +8 (1d3–2 plus evil eye)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks curse of the evil eye, omen of misfortune, shadow slip
Spell-Like Abilities (CL 3rd; concentration +6)
- At will – detect magic, ghost sound, prestidigitation
- 3/day – charm person (DC 13), disguise self
- 1/day – cause fear (DC 14), sleep (DC 14)
STATISTICS
Str 6, Dex 19, Con 14, Int 10, Wis 16, Cha 16
Base Atk +2; CMB +2; CMD 12
Feats Weapon Finesse, Improved Initiative, Dodge
Skills Bluff +10, Climb +10, Diplomacy +8, Disguise +9, Knowledge (arcana) +7, Perception +9, Sense Motive +9, Stealth +18
Languages Common, Sylvan; telepathy 30 ft.
ECOLOGY
Environment any urban or forest
Organization solitary, pair, or with witch (1 plus bonded spellcaster)
Treasure none
SPECIAL ABILITIES
Curse of the Evil Eye (Su): As a standard action, the black cat fixes its gaze on one creature within 30 feet. The target must succeed at a DC 14 Will save or be cursed for 1d4 rounds. While cursed, the target takes a –2 penalty on attack rolls, saving throws, ability checks, and skill checks against the black cat. This is a curse effect. The save DC is Charisma-based.
Omen of Misfortune (Su): Once per day as an immediate action, the black cat can twist fate against a creature within 30 feet. If that creature rolls a natural 20, the roll is instead treated as a natural 1.
Shadow Slip (Su): As a move action, the black cat can teleport up to 15 feet into an area of dim light or darkness. This functions as dimension door, but only for this distance and destination.
Familiar’s Bond (Su): If bonded to a witch or other spellcaster, the black cat shares its master’s senses within 1 mile and can deliver touch spells as if it were the caster.
COMBAT
During Combat A witch’s familiar black cat uses sleep or cause fear to disable the most threatening foe, then relies on curse of the evil eye to weaken survivors. It avoids melee, using shadow slip to stay elusive while harassing enemies with charm person and stealth.
Morale The black cat fights to the death if its bonded master is threatened, but otherwise retreats into shadows when reduced below 10 hit points.
Black Cat

Originally Posted by Kain Darkwind of the Dicefreaks forums.
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| Black Cat | |
| Tiny Magical Beast | |
| Hit Dice | 5d10 + 5 (32 hp) |
| Initiative | +4 |
| Speed | 40 ft. |
| Armor Class | 17 (+4 Dexterity, +1 natural, +2 size), touch 16, flat-footed 13, combat 17 |
| Base Attack/Combat | +5/+2 |
| Attack | Claw +10 melee (1d3 – 1 and disease) |
| Full Attack | 2 claws +10 melee (1d3 – 1 and disease) and bite +8 melee (1d4 – 1) |
| Space/ Reach | 2.5 ft. /0 ft. |
| Special Attacks | Disease, misfortune |
| Special Qualities | Damage reduction 5/good, Darkvision, evasion, Low-Light Vision, Scent, Spell Resistance 10 |
| Saves | Fort +5, Ref +8, Will +6 |
| Abilities | Strength 7, Dexterity 19, Constitution 12, Intelligence 12, Wisdom 17, Charisma 14 |
| Skills | Acrobatics +12, Climb +12, Perception +11, Spellcraft +8, Stealth +16 |
| Feats | Ability Focus (misfortune), Iron Will, Multiattack |
| Climate/Terrain | Any |
| Organization | Solitary |
| Challenge Rating | 2 |
| Treasure | None |
| Alignment | Usually neutral evil |
Disease (Ex): Cat scratch fever, Fortitude DC 13. Incubation time 1d4 weeks, 1d2 Constitution.
Misfortune (Su): Bestow curse (Caster level 5th) on anyone passing within 20 ft. of the cat. Will save DC 16 negates. A creature who successfully saves is immune to the particular cat’s misfortune for 1 hour.
Skills: Black cats have a +4 racial bonus on Climb and Stealth checks and a +8 racial bonus on Acrobatics checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Witch’s Familiar (Black Cat)

Tiny fey, chaotic neutral
Armor Class 14 (preternatural agility)
Hit Points 31 (7d4 + 14)
Speed 40 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 18 (+4) | 14 (+2) | 14 (+2) | 16 (+3) | 16 (+3) |
Saving Throws Dex +6, Wis +5, Cha +5
Skills Arcana +4, Insight +5, Perception +5, Stealth +8
Damage Resistances necrotic, psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages understands Common, Sylvan, and Infernal; telepathy 30 ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Shadow Slip. While in dim light or darkness, the black cat can teleport up to 15 feet to an unoccupied space it can see as a bonus action.
Omen of Misfortune (1/Day). When a creature within 30 feet of the black cat rolls a natural 20, the black cat can use its reaction to turn the result into a natural 1.
Magic Resistance. The black cat has advantage on saving throws against spells and other magical effects.
Familiar’s Bond. If bonded to a spellcaster, the black cat can communicate telepathically with its master regardless of distance, provided both are on the same plane of existence.
Spellcasting
The black cat is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells.
- At will: thaumaturgy, minor illusion, prestidigitation
- 1st level (4 slots): charm person, disguise self, hex
- 2nd level (2 slots): mirror image, hold person
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Curse of the Evil Eye (Recharge 5–6). The black cat targets one creature it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be cursed for 1 minute. While cursed, the creature has disadvantage on saving throws and attack rolls against the black cat. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
Reactions
Evasive Reflex. When the black cat is targeted by an attack, it can move up to 20 feet without provoking opportunity attacks.
Legendary Actions
The black cat can take 2 legendary actions, choosing from the options below. Only one option can be used at a time, and only at the end of another creature’s turn.
- Shadow Glide. The black cat teleports up to 15 feet into dim light or darkness.
- Fate Twist. The black cat forces one creature within 30 feet to reroll a d20 roll. The creature must use the new result.
- Witch’s Whispers (Costs 2 Actions). The black cat targets one creature within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or take 5 (1d8 + 1) psychic damage and be frightened of the cat until the end of its next turn.
Tactics
The Witch’s Familiar Black Cat is a cunning battlefield manipulator. It opens combat with hex or mirror image, then uses Curse of the Evil Eye and hold person to disable key opponents. It avoids melee whenever possible, using Shadow Slip and Evasive Reflex to escape danger while subtly twisting fate with Fate Twist. If fighting alongside its bonded master, it acts as a disruptive trickster, ensuring its witch’s magic lands true while enemies falter under bad omens.
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