Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Cat Sith's Mark
(curse, misfortune) A creature hit by a cat sith's claw must succeed at a DC 23 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse.
Ability
Ill Omen
1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day.
Ability
Occult Innate Spells
DC 23; 3rd humanoid form (at will); 2nd paranoia (x2)
Ability
Steal Soul
(necromancy, occult) The cat sith touches a dying creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith's body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can't be brought back to life by any means short of a wish or miracle. The cat sith can hold only one soul at a time and can release a soul as a free action.
Offense
Melee
Circumstance: combat round (melee)
jaws +12 [+7/+2], Damage 2d12+3 piercing
Trait
Fey
Creatures of the First World are called the fey.
Immunity
misfortune effects
Language
speak with animals
Sylvan
Perception
low-light vision
Weakness
cold iron 5