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Cat Sith, “The witch’s black cat”

“Beware the Cat Sith: A Feline Enigma of Celtic Magic!”

Cat Sith, "The witch's black cat"
Midjourney

The Cat Sith, a creature of Celtic folklore, is often depicted as a large, sleek black cat with vivid, penetrating green eyes that shimmer with an otherworldly, eerie glow in the moonlight. It boasts well-defined, graceful contours, its fur as dark as the depths of night, and its movements are graceful and almost ghostly.

General Description: Cat Sith is a mysterious and enigmatic creature deeply ingrained in the folklore of the Scottish Highlands. As a shapeshifting fairy or supernatural being, it is known for its capricious nature, often switching between benevolent and malevolent behaviors depending on its mood. It is believed to have the power to steal a person’s soul as they pass away, making it a symbol of both fascination and fear in Celtic traditions. The Cat Sith is often associated with witches and the otherworldly, inhabiting areas of the Scottish countryside where it can watch over the world with its enigmatic, luminous eyes.


  • Cat Sith 5e
  • Cat Sith Pathfinder

Cat Sith

Cat Sith
Midjourney

Medium fey (shapechanger), chaotic neutral

Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 40 ft., climb 30 ft.

STRDEXCONINTWISCHA
14 (+2)18 (+4)16 (+3)14 (+2)12 (+1)16 (+3)

Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Gaelic, Sylvan Challenge 4 (1,100 XP)

Keen Senses. It has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Innate Spellcasting. It’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

  • At will: minor illusion
  • 1/day each: disguise self, charm person, pass without trace

Shapechanger. The Cat Sith can use its action to polymorph into a Large black panther or a Tiny black cat, or back into its true form, which is a humanoid cat-like figure. Its statistics are the same in each form, except for the panther’s or cat’s size and speed.

Nine Lives (Recharge 5-6). When the Cat Sith is reduced to 0 hit points, it regains 15 hit points and polymorphs into a black cat. If reduced to 0 hit points in cat form, it dies. While in black cat form, it is unconscious and cannot take any actions.

Pounce. If the Cat Sith moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Cat Sith can make one bite attack against it as a bonus action.

Actions

Multiattack. The Cat Sith makes two claw attacks.

  • Claw (Panther or True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Bite (Panther or True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.
  • Cat’s Gaze (Recharge 5-6). The Cat Sith targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or become frightened of the Cat Sith for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to the Cat Sith’s Cat’s Gaze for the next 24 hours.
Cat Sith
Midjourney

This slinky black feline has a single white spot on its chest. Its mannerisms and movements are eerily human.

Cat siths are inscrutable feline creatures that inhabit highlands around towns and cities. They resemble common housecats at a glance, but cat siths are supernatural beings that have the cunning of civilized races and strange magical powers rivaling those of fey.

They’re capable of easily walking balanced on just their hind legs and wearing magic boots. They can carry one object in their front paws when walking bipedally, though they can’t manipulate such objects with the fine control required to use weapons, wands, and similar objects.

Unpredictable yet sophisticated, these strange beings use their unassuming appearances to infiltrate civilized areas, either serving as spies for powerful spellcasters or entertaining their own unknowable agendas.

Many cultures fear cat siths and tell myths about their otherworldly powers. Cat siths are heavier than most housecats, weighing between 25 and 30 pounds. A cat sith is nearly 2 feet long from its nose to the base of its tail.

Cat Sith CR 2

XP 600
CN Tiny magical beast
Init +3; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +6

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +2

OFFENSE

Speed 30 ft.
Melee 2 claws +4 (1d2–1 plus no luck), bite +4 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks false curse (DC 15)
Spell-Like Abilities (CL 3rd; concentration +5)

Constant—see invisibility
3/day—ghost sound, hypnotism, magic aura
1/week—rest eternal

STATISTICS

Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 13
Feats Ability Focus (false curse), Stealthy
Skills Bluff +4, Escape Artist +5, Perception +6, Stealth +18
Languages Common; speak with animals

SPECIAL ABILITIES

False Curse (Su)

Once per day, a cat sith can fool a creature into believing it has been cursed by the cat sith’s black magic. The target must be within 60 feet and must be able to see the cat sith to be affected by the false curse (Will DC 15 negates). An affected creature takes a –4 penalty on attack rolls, saving throws, ability checks, and skill checks, as if affected by bestow curse. Because this effect is not a true curse, the target gains a new saving throw to end the effect at the beginning of each day. This is a language-dependent, mind-affecting effect that can be affected by remove curse.

The save DC is Charisma-based.

Familiar Service

A 7th-level spellcaster with the Improved Familiar feat can gain a cat sith as a familiar.

No Luck (Su)

A creature hit by a cat sith’s claws must succeed at a DC 13 Will save or be stricken with lucklessness. For 1d4 rounds, the affected creature can’t benefit from any luck bonuses. The save DC is Charisma-based.

ECOLOGY

Environment temperate hills
Organization solitary, pair, or band (3–7)
Treasure standard

Section 15: Copyright Notice

Pathfinder Player Companion: Familiar Folio © 2015, Paizo Inc.; Authors: Will McCardell, Philip Minchin, Mark Seifter, and Jerome Virnich

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