Tiny humanoid (catkin, ozian), neutral

Armor Class 14 (leather armor)
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.

5 (-3) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 16 (+3)

Skills Acrobatics +4, Perception +3, Performance +5, Persuasion +5, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Cat, Common
Challenge 1/4 (50 XP)


  • Familiar. With the GM’s permission, the find familiar spell can summon this creature.
  • Keen Smell. The catkin has advantage on Wisdom (Perception) checks that rely on smell.
  • Nimble Escape. The catkin can take the Disengage or Hide action as a bonus action on each of its turns.
  • Standing Leap. The catkin’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


  • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 3 slashing damage.


Catkin are plump and comfortable-looking felines with prehensile paws. They come in a dizzying variety of shapes and colors.

Catkin can stand upright on their hindlegs and walk about and wear clothing as it suits them.

Catkin dwell in Ulthar, but they are also found in Catty Corners. Catty Corners consists of a perfect network of fences that divide city into a great many little enclosures. In each yard is a catnip bed, a pussy willow tree, and a lovely fountain of cream. There are many ponds well stocked with fish.

Some catkin have long, silky hair, and some short, velvety hair; some have long, bushy tails, some short tails and some no tails at all. They are white and black, blue and gray, yellow and red, speckled and tortoise-shell in color. Some have pretty ribbons around their necks and some of the older ones wear spectacles; but all are as neat as wax, and well cared for.

Their king is a great Maltese pussycat with its ears pointing into the air and its big yellow eyes gazing steadily. He is bigger than most catkin, towering over the others.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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