Dungeon Cat
Not giant. Not magical. Just a cat. In a dungeon.
AC: As Plate (agile, small target)
HD: 1/2
Att: 2 x Claw 1d3-1, 1 x Bite 1d3-2
Att: 2 x Claw 1d3-1, 1 x Bite 1d3-2
SV: Death: 3 Wands: 15 Paralysis: 1 Breath: 17 Spells: 18
THAC0 (AB): 18 (+1)
MV: 40' / 20' climb (anything but sheer surface) / 5' Jump (vertical or horizontal)
ML: 3
Al: (Chaotic) Neutral
XP: -13
NA: 1 (2d4)
NA: 1 (2d4)
TT: U, but no individual items larger than their head
Special:
- Dungeon Cats have learned how to survive in their dungeon. They will slink into hidden nooks, hiss in alarm at approaching encounters, and if it likes the party, lead them through safe routes, secret doors, and traps they don't trigger.
- 60' Darkvision
- Always roll for reaction on each encounter, regardless of past meeting.
- They lair a small den beyond a hidden opening no larger than their head, that is itself in a secret area of the dungeon.
Commentary
Dungeons need more cats. I'm sure this has been done a thousand times, but I almost never see them in modules. There are Familiars of course, but Dungeon Cats have no masters.
Dungeon Cats are already on every encounter table. They appear when you roll a result that shouldn't be possible, or just doesn't make sense.
Dungeon Cats are already on every encounter table. They appear when you roll a result that shouldn't be possible, or just doesn't make sense.
I encourage you to comment below, rather than elsewhere.
Long live the Blogosphere!
Always roll for reaction on each encounter, regardless of past meeting.
ReplyDeleteSo true
Perhaps it should be re-roll Reaction every Turn...
ReplyDeleteDungeons do indeed need more pets. That reaction roll mechanic is gold!
ReplyDelete...oh and maybe rolled with a 1d12 instead of 2d6!
ReplyDelete