Challenge Rating: 2
Hit Points: 13 (2d8+4)
Armor Class: 14, touch 13, flat-footed 12 ( +2 DEX, +1 natural, +1 size )
Saves: Fort +5 Ref +6 Will +0
Speed: 40’, climb 20’
Base Attack: +1
Melee: (2) claw +4 (1d3 plus grab), bite +4 (1d4+2)
Special Attacks: Pounce
Sanity Effects: –
Abilities: STR 15, DEX 15, CON 15, INT 4, WIS12, CHA 6
Skills: Acrobatics +2, Athletics +2, Awareness +2, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +3 (+5 to stealth and hide checks)
Talents: 2 points or recommended: Alertness, Stealthy
Special Qualities: Low-light vision, scent
Environment: Cold hills, forests and mountains
Description: 30lbs, black fur, gold eyes, long tufts of fur on ears and end of tail
Once per round the Nightcat can leap up to 20’ and attack with both of it claws as a single move action. It may then attempt a normal melee action if it has any actions left.
This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.