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Cait Sith

Cait SithThis fairy takes the form of a cat and uses blind and silence on its foes, making it the worst nightmare of all who rely on physical attacks and spells.

Cait Sith (CR 4)

XP 1,200
N Medium Fey
Init: +7; Senses Low-light vision; Perception +7

DEFENSE

AC 17, touch 14, flat-footed 13 (+3 Dex, +3 natural, +1 dodge)
hp 28 (5d6+10)
mp 11
Fort +3, Ref +7, Will +6
Weakness Water

OFFENSE

Speed 30 ft., Fly 60 ft. (average)
Melee Quarterstaff +2 (1d6)
Special Attacks Telekinetic
Spells Known (FC CL 5th [7th for enfeebling]; concentration +9 [+11 for enfeebling])

At will (DC 16) bleeddetect magic, mendingmessage, read magic
1st (DC 17)Blind, Charm, Mage Armor, Sleep, Wind Armor
2nd (DC 18)Darkness, Grace, Poison, Silence, Wall Climb

STATISTICS

Str 10, Dex 16, Con 14, Int 18, Wis 14, Cha 10
Base Atk +2; CMB +2; CMD 15
Feat Combat Casting, Dodge, Improved Initiative
Skill Acrobatics +8, Escape Artist +8, Perception +7, Sense Motive +7, Use Magic Device +9
Gear quarterstaff, top hat;
Languages Common, Mithran, Sylvan + 3 more
SQ Enfeebling Arts

SPECIAL ABILITIES

Enfeebling Arts (Ex)

All enfeebling spells’ effects are increased by a +2 penalty of the appropriate type.
All enfeebling spells’ durations are increased by 2.
All enfeebling spells’ caster level are increased by 2.
The caster level checks made to overcome a creature’s spell resistance is increased by 2 for enfeebling spells.

Telekinetic (Su)

The touched items levitate in your space for 1 round per level or discharged. When you cast the spell and once per round thereafter, you can launch one item weighing up to 5 lbs. at a target of your choice as a standard action. The ranged attack is made as if you had thrown the item unless it’s ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt), a halfling sling staff (if a sling bullet), a blowgun (if a blowgun dart), a composite longbow with a +2 Strength rating (if an arrow), an atlatl (if an atlatl dart), or a pistol (if a firearm bullet). A firearm pellet launched by the spell functions as a shuriken.

When you launch ammunition with this spell, you don’t take a penalty on your attack rolls for lacking proficiency with the ammunition’s weapon; you do, however, take the usual –4 penalty for throwing an improvised weapon if you launch an item not intended to be used as a weapon. The attack roll uses your caster level in place of your base attack bonus and your Intelligence or Charisma modifier (whichever is higher) in place of your Dexterity modifier. Range increment and proficiency penalties apply as normal. The attack has an effective Strength bonus, if applicable, equal to the higher of your Intelligence and Charisma modifiers. The spell is discharged when all touched items have been launched. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).