Catilus Adventurer

Family: Catilus

Tiny fey (catilus), chaotic good

Armor Class 14 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 18 (+4)

Skills Perception +3, Performance +6, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan, telepathy 30 ft.
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Magic Resistance. The catilus has advantage on saving throws against spells and other magical effects, and resistance against the damage of spells.

ACTIONS

  • Coloring Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, and the target is marked with magically glowing paint. As long as the target is marked, it can’t benefit from being invisible. The paint lasts for 1 minute, or until a creature takes an action to scrape it off.
  • Minor Illusion. The catilus casts minor illusion (spell save DC 14) requiring no material components. In addition to images of objects, the catilus can also create images of catili with minor illusion, subject to the spell’s limitations.
  • Invisibility. The catilus magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the catilus wears or carries is invisible with it.

BONUS ACTIONS

  • Catiloid Defense. The catilus can use a bonus action to retreat into its shell, gaining resistance to all damage and three-quarters cover while its speed drops to 0. It can use another bonus action to come out of its shell.

ABOUT

A catilus adventurer spends most of its time traveling and, of course, adventuring. Eager to explore and discover new things, catilus adventurers seek out forgotten planar portals and merrily jump through to find out what lies on the other side. Many catilus adventurers travel across worlds on reconnaissance missions and return to report their findings to the Catilus. Others just travel for the sake of adventure and the excitement of discovery. Catilus adventurers value friendship more than physical treasure and for them, an expedition is truly successful only if it leads to a new friendship.

In combat, a catilus adventurer is bold but not reckless. When facing a dangerous foe, it prefers to stay invisible and try to confuse and misdirect them with minor illusion tricks and telepathic taunts.

Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a catilus adventurer for their familiar. Catilus adventurers are delighted to serve as familiars for warlocks who have made pacts with the Catilus as their otherworldly patron, and they may rarely also act as familiars for other warlocks as well.

The term “Catilus” refers to an entire species of curious feline creatures that float through dimensions inside (for them, catiloid) shells. There are catili of all ages, colors, and sizes, and the oldest and wisest of them is known as just “the Catilus”. All catili, as well as their friends, make up what they like to call the Catilus Family.

Catili are native to the rim between worlds some call the astral plane. There, they wield the magic of creation to paint the nothingness of the void with delightful colors and create quirky curiosities out of formless matter. Many catili travel across the cosmos seeking adventure and new friends, on which they may bestow rare and unusual magic powers! All catili possess some form of whimsical, colorful magic, including short-range telepathy and their signature float-ina-shell flying. Most adults can cast minor illusion at will and love to compete in finding the most whimsically creative ways to use that spell. Many of the more adventurous catili can also turn invisible, an ability they use to surprise friends and confound enemies.

Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

This is not the complete section 15 entry - see the full license for this page