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Dreamlands Cat

Everyone knows about cats. They’re small, sometimes-obnoxious predators that people often keep as pets or exterminators. Cats are normally not a sapient species.

Normally. Like humanoids, they have a dream life, but unlike most people, cats are aware of this dream life.

Furthermore, while in their dreams, cats are as intelligent as humans, or even more so. They are still cats, of course, with the personalities and traits belonging thereto.

Even more remarkable, cats are able to freely pass physically from the waking world to the Dreamlands and back again. This means that a cat can either transfer between the dream and waking state in the normal humanoid way, by falling asleep and waking up, or it can physically move to the Dreamlands and back.

History

Cats traveling the Dreamlands run the full gamut from feral to domestic. However wild they might be, player character cats are assumed to have lived or currently live in and among humanoid communities, making them at least somewhat capable of getting along with other species and likely willing to adventure with them.

Unlike other companion animals, cats almost certainly took the first step toward domestication, so it is arguable that cats actually mastered humanoids, rather than the other way around. It has certainly been a successful partnership. In return for protection, shelter, and food, cats keep down the population of rodents and other pest animals in humanoid areas, which helps ward off both disease and famine. In addition, cats provide affection, companionship, elegance, and beauty to their humanoid families—at least on their own terms. And during their languorous periods of rest, watched over by a humanoid family that has learned not to interrupt them, cats can walk the Dreamlands with enhanced mental acuity and reason.

Occasionally, a cat decides that it wants to spend its waking hours as well as its sleeping hours as a fully sapient being. When this happens, it becomes what is known as a Dreamlands cat, and becomes a suitable choice for a player character. Any cat may make this decision, and it may spend just a few days as a Dreamlands cat, or remain that way for the rest of its life. Likewise, any Dreamlands cat may decide to return to its normal status of being a mundane cat. For those who know cats well, it will come as no surprise that such decisions seem to be made capriciously.

Humanoids cannot tell whether a particular cat is a Dreamlands cat based purely upon outward appearances.

Typically, either the cat has to inform them by its own actions, or the humanoid has to figure it out by watching the cat take on tasks that would be impossible for a normal cat of animal intellect and awareness.

Playing a Cat

Cats are typically a “love ‘em or hate ‘em” type of creature.

While some people can’t stand them, others can’t live without them, and few are neutral on the subject. Some people are even ailurophobes, making them neurotically afraid of cats. But even those who dislike or fear felines will generally admit that cats are graceful, nimble, and often adorable.

If you’re a Dreamlands Cat, you likely…

  • are busy, active, and aloof.
  • are energetic when interesting things are going on but sleep soundly for hours when no action is afoot.
  • occasionally force other party members to carry you. They may or may not mind, and you may but probably don’t care.
  • are quiet, curious, and interested in new things.
  • hate cats’ natural enemies (dogs, mice, birds, whirring machines, etc).
  • are easily distracted.
  • are highly athletic and can move fast when you want to.

Others probably…

  • are not always sure if you are sapient or not. (“Is it a normal cat? Can I talk to it?”)
  • think you are cute, but possibly useless.
  • frequently pet or otherwise annoy you when you are busy, forcing you to teach them a lesson about personal boundaries.
  • misconstrue your thought processes, such as they are.

Physiology

Unlike many other predators, cats are exclusively carnivorous. Their teeth are designed only for cutting and devouring flesh, so while they can clumsily chew up bread or vegetables, these are insufficient sources of nutrition. Their digestive tracts are not adapted to process such food either, and a cat deprived of meat will suffer significant health issues and perish fairly quickly.

Cats have extraordinarily keen senses. Their one defect in this regard is an inability to taste sweetness. When a cat eats cantaloupe or some other sweet flavor, the cat does not taste the sugar and instead reacts to whatever savory elements are present. Contrary to popular myth, cats can’t see in complete darkness, but they can rely on their sense of touch, which is amplified by their whiskers, to feel their way around an area.

Cats do not have rigid collarbones, so they can squeeze through any space through which their heads will fit. A cat’s whiskers tend to be about the same width as their shoulders, so they serve an additional purpose in indicating whether the cat can fit through a particular opening.

Cats can be highly vocal at need, possessing more than 100 different vocalizations for various purposes. Of course, Dreamlands cats have the same vocal apparatus, but with their greater intellect, they can string different sounds together to create other meanings. Cats can speak a language of their own, which other people can learn to interpret with practice.

Nine Lives

The widely circulated myth of cats having nine lives hearkens to their possession of a Dreamlands self. When a cat is killed, its dream self remains alive and can return to the waking world, restoring that cat to life. For a cat to die or be destroyed in a single event, both its dream and waking world self must die at the same moment.

When a Dreamlands cat is killed, its normal, non-sapient self will eventually return from the dream world, where it has been relaxing. This typically takes 4d6 hours, and the result is a normal cat. Of course, that cat may then decide (once more) to become a Dreamlands cat, resulting in the effective resurrection of the character. Cats can only perform this self-resurrection eight times (hence “nine lives”). Players should keep track of this on their character sheets.

Note that when a cat is resurrected by a spell or an item, this does not use up one of its lives. Only purposeful self-resurrection increases the count.

The Gates of Slumber

When encountered in the Dreamlands themselves, all cats are Dreamlands cats: intelligent and fully sapient beings with feline instincts, behavior, and skills.

Scholars of the Mythos believe that cats spend so much time asleep because that is when they enter the Dreamlands and become intelligent. Their waking lives are somewhat of an afterthought, intended as an opportunity to seek affection, to mate, to fuel their bodies, and for rest and relaxation. Most of a cat’s significant activities take place during sleep. A cat can always choose whether to enter the Dreamlands or the waking world, either physically or mentally. Most of the time, a cat enters the Dreamlands mentally and leaves its body behind, asleep.

When a cat enters the Dreamlands physically, it travels through the Gates of Slumber, a dimensional portal imperceptible to most beings. When doing so, the cat is no longer present in the waking world. Cats can only do this when they are completely unobserved. The Gates of Slumber are actual physical locations, but they are typically open at many places at once and move around, so they are not always at the same spot. Sometimes, they may lurk behind a backyard fence, or a cat might find them in an abandoned badger burrow, or else up a spooky old tree. Only cats know for sure, for they seem drawn to these portals only they can see. Humanoids can only tell the cat has left physically when, for instance, the cat runs into the attic and doesn’t return for a day or so. Most assume this means the cat is merely hiding somewhere they cannot find it.

It is important to note that a cat wishing to enter the Dreamlands must physically find the Gates of Slumber and can only pass through when entirely unobserved. A cat cannot simply escape to the Dreamlands when it is, for example, caught in a trap or imprisoned, unless the Gates happen to manifest at the same location. Usually, cats can only perform this form of travel when they have free and unrestricted movement.

Back to the Waking World A cat in the Dreamlands can always choose whether it wishes to return to the waking world mentally or physically, regardless of how it got to the Dreamlands. When a cat returns from the Dreamlands, it always returns to its physical body in the waking world. If a cat returns physically to the waking world, regardless of how it entered the Dreamlands, it returns through the Gates of Slumber, which always lead to a location within 1 mile of where the cat left.

If a cat went to the Dreamlands mentally and returns mentally, it wakes up in the waking world wherever it left. If the cat entered the Dreamlands physically but returns mentally, its body reappears where it entered the Dreamlands or at an unobserved location within 1 mile. A cat cannot otherwise use Dreamlands travel to move its physical body. The cat does not control where the Gates of Slumber manifest in the waking world, and so cannot direct its return like some form of teleportation magic.

Between the Dimensions

When a cat is in the dream state, it can travel much farther and faster than it could while waking. For example, it can leap to the moon and back from the earth’s surface in the Dreamlands. It can even travel to the stars beyond, but this is dangerous, for terrible things lurk out in that darkness.

When in the dream state, cats might meet unusual entities and objects in the Dreamlands, particularly if they travel far from the places they know well. A cat may well visit the Dreamlands, fill up on eating pixies, and then return sparkling with pixie dust. A Dreamlands cat may encounter an entity none was meant to see and might never return—or be profoundly changed by the experience.

Family and Life Cycle

While cats often regard a particular other cat as a friend or recognize it as a relative, they rarely have a true family.

Tomcats wrangle over desirable mates, then depart to live alone. A mother cat has a powerful love of her kittens and will die to protect them. But even for her, once a kitten grows up and moves on, that consuming love fades and is replaced by a lower level of affection.

Cats give birth to a litter of two to five kittens on average. The first time a cat gives birth, she will typically produce two kittens, and only after a year or two of bearing kittens will she produce four or five. The mother trains and teaches her kittens how to hunt, where to hide, and all about her habitat, so the kittens reach adulthood with a near-perfect understanding of the area around their home and the creatures and wildlife that populate it. At 12 weeks, though they are not fully grown, kittens are fully socialized and able to leave their mother. Most cats are considered to have reached adolescence by the age of 5–6 months.

In the wild, cats may live upwards of sixteen years, though many die in the dangerous outdoors earlier than that. In a safer environment, such as a humanoid’s home, they typically live thirteen to eighteen years. Dreamland cats, on the other hand, tend to live longer than those who spend less time sapient in the waking world, and may live up to 25 years.

Society

As normally solitary and often capricious hunters, cats don’t really have a society in the humanoid sense of the word. Cats are able to live in large groups, but do not cooperatively hunt or organize. With their greater intelligence, Dreamlands cats can work together to go to war, gather for raids, and hold celebrations. Dreamlands cats have been known to form an effective militia of sorts, including having military ranks, to proactively defend themselves as a race from organized enemies such as zoogs and moon-beasts.

The cat vocal apparatus is not built very well to speak humanoid languages. However, cats are perfectly capable of understanding these languages, and they can learn any of the languages spoken in their home area. Other people must learn the Cat language to communicate effectively with their fickle feline companions. Fortunately, the Cat language is fairly easy to learn: in fact, most people who own a cat are probably halfway there already. A one-week association with a specific cat allows a character to understand that specific cat without needing to learn the Cat language. This does not allow them to understand other cats unless they spend a week with those cats as well. The character can spend one week with multiple cats and understand them all after that week.

Communicating with cats is a combination of learning what some of their meows and whines mean and also understanding patterns of behavior. A cat understands what party members are saying, and soon enough those party members usually learn how to talk with the cat.

Otherworldly Cats

Many other worlds have cat-like organisms of their own. This is so common that many researchers theorize that somewhere there exists a sort of ur-cat, the archetypal cat upon which all other cats are based. Cats from different worlds are often unfriendly with one another. In fact, it is quite common for them to live in a state of low-level warfare.

Faith

Cats have a spiritual nature, and often seem to commune with the beyond. They have gods, of course, but instead of worshiping them, they try to live in harmony with them. Usually, these gods are known to and sometimes worshiped by the local humanoids, particularly if they value cats for religious reasons. For example, Bastet is a well-known goddess of cats, but other worlds (and other cultures) have these as well.

Cats sometimes feel a pull toward spiritual life, and are known to serve alongside priests of compatible gods for their purposes. Many worship sites have a cat that keeps out vermin and accompanies the priests on their rounds. These cats, when they choose to be Dreamlands cats, often become clerics.

Culture

Cats in the material world don’t have unified cultures in the sense that humanoids do. Instead, cats live for the now and participate in the culture of their humanoid neighbors. Even the intelligent Dreamlands cats use their greater brain power simply to adapt to their environment that they might better enjoy their lives as cats.

Cats are not typically materialistic: they do not keep much in the way of equipment or possessions. Part of this is practical, as cats lack prehensile hands or any real means of manipulating objects, rendering them unable to create material items. Without a specially constructed harness, they can only carry small objects for short distances in their mouths. And cats are also naturally passive creatures, taking what is offered to them, like food or affection, and assuming it will be offered again in the future.

Cats who do not live with people may have a den, but even this is not constructed by the cat itself: it is merely a hole or hollow tree in which the cat finds shelter from the elements.

Relations

Fundamentally, cats are friendly to humanoids—or at least those who keep cats as companion animals. Of course, even within these societies, there are those who dislike cats, and cats are usually keenly aware of who likes them and who does not. Often, a cat will pay especial attention to someone they can tell does not like cats, as a way of keeping that person off balance. In the Dreamlands, cats often have tense relationships with zoogs.

Adventurers

Cats sometimes adventure, most often with humanoid companions, to feed their curiosity and to contain threats to their chosen territory. Cat adventurers like to point out that they usually cost nothing when staying at an inn—far less than a horse, anyway, which requires stabling and grooming— and can often feed themselves by catching small rodents, bats, insects, or birds. They are clean and neat and take up little space. When traveling in areas where cats find it hard to go (such as up sheer cliffs), the cat can be easily carried in a pouch or on a shoulder. They are incredibly convenient as companions, and of course, a cat that can cast spells or scout and communicate has obvious value.

Playing Dreamlands Cats

Cats face perhaps the most physical challenges when it comes to integrating into a party of typical humanoid adventurers. However, they adjust very well to the temperament and mental nature of such a group, unlike ghouls, gnorri, or zoogs, whose mere presence can frighten or disturb the unprepared.

Note that the cat’s size and lack of hands make certain class choices challenging to play or even downright impossible, such as a class that depends on using large weapons or tactile dexterity, but other choices can result in characters of great efficacy.

Dreamlands Cat Traits

Your Dreamlands cat character has animal traits that present you with challenges but also grant you many benefits.

You are a beast, not a humanoid, so spells that specifically target humanoids (such as charm person) fail to target you.

Age. Dreamlands cats reach adulthood at 1 year of age and live less than 25 years. For more information, see Life Cycle.

Alignment. Dreamlands cats are disinterested in societal expectations and view each relationship as a unique arrangement distinct from all others. They are most often chaotic.

Size. Dreamlands cats are typically between 15 and 21 inches long from nose to base of tail and 8 to 13 inches tall at the shoulder. Your size is Tiny. Despite your size, you have a reach of 5 feet.

Ability Score Increase. Your Dexterity score increases by 2.

Speed. Your base walking speed is 40 feet. In addition, your long claws give you a climbing speed of 30 feet. You don’t need to spend extra movement to climb.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bite. You can bite with your unarmed strike. You are proficient with your unarmed strikes. When you bite, your unarmed strike has the light and finesse properties. You can make an unarmed strike with your bite as part of two-weapon fighting. If you are Tiny, it deals 1 piercing damage. If you are Small or Medium, it deals 1d4 piercing damage.

Claws. You can use your claws to make a single unarmed strike. You are proficient with your unarmed strike. When you make your unarmed strike with your claws, it has the light property and you can attack with it as part of two-weapon fighting even though it uses multiple limbs. If you are Tiny, an unarmed strike with your claws deals 2 slashing damage and has the finesse property. If you are Small or Medium, it deals 2d4 slashing damage but it doesn’t have the finesse property.

Dreamlands Travel. You can physically travel to the Dreamlands via one of the many hidden Gates of Slumber. These gates shift and change their locations over time and may only exist in one space for a few seconds. You can attempt to sense a nearby Gate of Slumber at will; whether or not a Gate of Slumber is present is subject to the GM’s discretion (typically, there’s a 20% chance of  a Gate of Slumber being somewhere within a 1-mile radius). If a Gate of Slumber exists, you know instinctively where it is. Only a Dreamlands cat can traverse a Gate of Slumber. Gates of Slumber always manifest in hidden, obscure areas, and are rarely in a convenient place when you need to travel to the Dreamlands, such as when trapped or in sudden danger. Except in unusual cases, you cannot generally return to the physical world farther than 1 mile from where you left. Whenever you return to your body from the Dreamlands, you can choose to return with Intelligence 2 (such as if you need to protect your mind from disturbing discoveries or to thwart detect thoughts) or with your full Dreamlands intellect intact. You can take any Tiny worn or carried objects with you to or from the Dreamlands.

Magic Item Melding. You can meld a Tiny magic item permanently into your body when you carry it into the Dreamlands. If it requires attunement, you must be attuned to it to meld with it. When you do, it permanently vanishes and becomes a part of your body, perhaps manifesting as a tattoo or a differently colored patch of fur. A melded magic item can’t be damaged separately from you but removing the matching body part ends the item’s benefit until that body part is reattached (such as by a regenerate spell). A melded item’s magic aura can still be detected normally. A single body part can’t have multiple items melded into it. When leaving the Dreamlands, you can choose to separate the item from your body en route. If you end attunement with a melded item, it remains melded but you lose all its effects until you attune to it again. Any observer can notice your body part is supernatural by succeeding on a DC 10 Wisdom (Perception) check. The item can be identified with a successful Intelligence (Arcana) check, but the DC is 5 higher than it would normally be.

Weapon. When you merge a weapon, it melds into either both sets of front claws or your jaws. All magic properties of the weapon (but not the weapon’s base physical statistics) apply to your unarmed strike using the applicable part(s).

Armor. When you merge armor, it melds into a pattern of fur on your back and underside. You must be proficient with a suit of armor to meld with it. You are treated as wearing the armor in all respects. You can suppress or resume the armor’s effects by concentrating (as if concentrating on a spell) for the length of time normally required to don or doff it.

Wand, Rod, or Staff. When you merge a wand, rod, or staff, it melds with one of your eyes. That eye glimmers with some magical feature (such as flames) that is symbolically appropriate for the item. You can use the melded item as if it were held in hand.

Worn Wondrous Item. When you merge a worn wondrous item, it melds with the fur on a matching area of your body. You are constantly treated as wearing the item. As an action, you can treat the item as if you were no longer wearing it until you use another action to again effectively wear it.

Moon Jump. When in the Dreamlands, you can leap into the night sky and travel to one of your current planet’s moons (or, if on a moon, leap and travel to the planet below) as an action. This movement provokes an opportunity attack normally. This trip takes you 2d6 minutes to complete, and while jumping, you are in a demiplane. A group of four Dreamlands cats can bring a single creature up to one size category larger with them when they Moon Jump, while a group of eight Dreamlands cats can bring a single creature up to two size categories larger with them. When you use Moon Jump to return to a planet or moon you left via Moon Jump, you return to within 1 mile of where you departed that planet or moon. You can use this trait twice. You regain all expended uses when you finish a long rest.

Nine Lives. When killed, your mind and consciousness shifts reflexively back into a dream form, creating a new dream body if necessary. You must then rest for 1d3 days in the Dreamlands, after which point you can return to the waking world. You can revive yourself in this manner up to eight times, giving you nine lives in all. Resurrections from other methods (such as via a raise dead spell or other powerful magic) do not count against this limit.

Cat Equipment. You are limited in the type of magic items and equipment you can use. As you have no hands, you cannot use items that require hands (such as wielding a manufactured weapon or shield). You can hold items in your mouth well enough to aim a wand or carry a Tiny object. You can wear armor if it is tailored to fit your feline form. You can wear and benefit from magic rings, belts, goggles, gloves, boots, bracers, amulets, cloaks, and similar items, which magically adjust themselves to your size and shape when you attune to them (or when you don them, if they don’t require attunement). Cat spellcasters often create variants on magic items designed to be worn as earrings. You can speak a magic item’s command word in Cat to activate it even if it normally requires another language, and you can speak Cat even while carrying something in your mouth.

Cat Spellcasting. You can provide somatic components for spells by moving your tail and whiskers. You can provide verbal components for spells with normal cat sounds. If a spell requires a material component, you can hold it in your mouth, which does not interfere with providing verbal components, or use any component (or spellcasting focus, if appropriate) within 5 feet so long as the component isn’t carried by a creature unwilling to let you use the component.

Languages. You can speak Cat. You can also understand and read the language of a nearby predominant community (generally Common), but you can’t speak or write non-Cat languages without magical assistance. You can be understood by anyone who speaks Cat. As previously noted, anyone who has spent a week with you can understand you specifically, but not necessarily other cats. The Cat language has no written form. Its words sound like meows, hisses, and yowls. Since non-cats have such difficulty with the sounds, cats generally prefer others to use equivalent words and names in their own language rather than trying and failing to use Cat correctly. When a cat speaks, it meows or caterwauls, but when humanoids speak to cats, they speak in their normal tongues. It is quite a different situation from most communication, in which both parties must speak the same tongue to get anything done.

Subrace

Different planetary environments across the Dreamlands have shaped cats in many different ways.

Choose one of the following subraces. Cats from Earthlike planets are Terran cats.

Martian Cat

As a Martian cat, you have exceptional agility even for a cat. Martian cats are hairless and of bright, unusual colors, such as purple, violet, or fluorescent orange. They have long legs and an extremely long tail, but their body mass is about the same as that of a Terran cat. Unlike Uranian and Saturnian cats, they are not hostile to Terran cats at all, and indeed have made a treaty that Terran cats can visit the two moons of Mars in exchange for letting Martian cats visit Earth’s moon.

Ability Score Increase. Your Wisdom score increases by 1.

Ability Score Decrease. Your Strength score decreases by 2.

Keen Senses. You have proficiency in the Perception skill.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Acrobatic. You have proficiency in the Acrobatics skill.

Leaper. Triple your jumping distance. You always land on your feet after jumping intentionally, even if you take falling damage.

Nimble. Athletics is always a Dexterity skill for you.

Saturnian Cat

As a Saturnian cat, you were taught to explore and experiment wherever you go. The large and unusual cats from Saturn love to frolic on Earth’s Dreamlands moon alongside more mundane Terran cats. The bodies of Saturnian cats are bright and sparkling, almost jewel-like, with delicate swirls and arabesques. Their heads are identifiable by their huge, glowing eyes. They can produce legs from their complex bodies, somewhat like a gnorri’s arms, and may attack with two or three claws in a single attack. A retractable and prehensile tail is at the opposite end from the head. These cats are about the size of a puma.

Size. Your size is Medium.

Limb Allocation. You can absorb or extrude your legs, although the process is somewhat painful and slow. You must concentrate for 10 minutes to adjust the number of legs you have, as if concentrating on a spell. Once you change the number of limbs you have, you can’t do so again until you finish a long rest. If your concentration is disrupted, you must begin the process of limb allocation from the beginning, but you don’t lose your daily usage of this trait. When you have an odd number of claws, you can effectively strike with three claws but can’t use the unpaired leg to walk faster. When you have an even number of limbs, only the front two can reach well enough to claw.

  • Four Legs. If you elect to have four legs, you can pounce with great force. When you hit a creature with an unarmed strike with your claws after moving at least 20 feet straight toward it, it must succeed on a Strength saving throw or be knocked prone. The save DC is equal to 8 + your proficiency bonus + your Strength modifier.
  • Five Legs. If you elect to have five legs, a hit with an unarmed strike using your claws deals 3d4 slashing damage.
  • Six Legs. If you elect to have six legs, you must spread muscle mass, flesh, bone, nerves, and circulatory system reserves thinly. Your walking speed increases to 50 feet, your climbing speed increases to 40 feet, you take a –2 penalty to Constitution saving throws, and a hit with an unarmed strike using your claws deals 2d4 slashing damage.
  • Seven Legs. If you elect to have seven legs, you tax your muscle mass, flesh, bone, nerves, and circulatory system reserves to their limit. Your walking speed increases to 50 feet, your climbing speed increases to 50 feet, you take a –2 penalty to Constitution and Dexterity saving throws, and a hit with an unarmed strike using your claws deals 3d4 slashing damage.

Prehensile Tail. You can use your tail to manipulate objects as easily as an arm. However, it lacks the fine motor control to use tools, weapons, or shields. You can retract it or extend it as a bonus action.

Terran Cat

As a Terran cat, you take advantage of your small size to move unnoticed by those who do not deserve your attention.

Ability Score Increase. Your Charisma score increases by 1.

Ability Score Decrease. Your Strength score decreases by 2.

Keen Senses. You have proficiency in the Perception skill.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Land on Your Feet. When you fall, you can use your reaction to right yourself before you land. If you fell less than 60 feet, you treat the fall as 10 feet shorter for purposes of damage (reducing damage by 1d6). If you fell at least 60 feet, you have time to better maneuver and relax, instead negating all fall damage beyond the first 10 feet (for a total of 1d6 bludgeoning damage). If you take damage from a fall, you nevertheless land on your feet if you succeed on a DC 10 Dexterity saving throw.

Nimble. Athletics is always a Dexterity skill for you.

Risky Explorer. You have proficiency in the Stealth skill.

Uranian Cat

As a Uranian cat, you are secretive and often interested in things others cannot even perceive. Cats from Uranus are even larger than the cats from Saturn and have starshaped heads with multiple senses. Their body is covered with armored scutes, and their claws are long and thick.

They lack the speed of Terran cats, who can easily avoid them, but Uranian cats are still powerful, dangerous creatures.

They are rarely glimpsed and do not seem attracted to Earth’s moon.

Size. Your size is Medium.

Ability Score Increase. Your Strength score increases by 1.

Broad-Spectrum Vision. You can see in darkness up to 60 feet as if it were dim light and can see ethereal creatures and objects in that radius. As a bonus action, you can tell whether an object you see within 60 feet is magical.

Speed Decrease. Your base walking speed is 30 feet. Your climbing speed is 20 feet.

Natural Armor. When not wearing armor, your AC is equal to 13 + your Dexterity modifier.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.