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The Wandering Cat

The Wandering Cat

Tiny beast, unaligned

No one knows where it goes.

Armor Class 13 (natural armor )
Hit Points 12 (3d4 + 3)
Speed 40 ft., Climb 30 ft.
STR
3
(-4)
DEX
18
(+4)
CON
12
(+1)
INT
8
(-1)
WIS
16
(+3)
CHA
18
(+4)
Skills Perception +5, Stealth +8
Senses Darkvision 60 ft., passive Perception 15
Challenge 1/4 (50 XP)

Interaction Table (d12). ............................................................. 1) Climbs onto the shoulder of a random party member and refuses to move............................................................................................. 2) Brings someone a feather, pebble, flower, or other tiny "gift".... 3) Falls asleep on the party's map or an important book................ 4) Rubs against the leg of the saddest person in the group and begins to purr................................................................................... 5) Chases something invisible for a few seconds before losing interest.............................................................................................. 6) Stares at a wall or dark hallway for an uncomfortably long time. 7) Vanishes for a few hours, then casually walks back into camp..... 8) Insists on sitting inside a backpack, hood, or bedroll................. 9) Knocks one unattended object on the floor, then walks away proudly............................................................................................ 10) refuses to let one specific NPC touch it, regardless of how friendly they seem. ......................................................................... 11) Appears beside a party member the instant they wake, as if it had always been there.. .................................................................. 12) Curiously sniffs a nearby object, creature, or doorway, hinting that something there deserves closer attention.

Mysterious Instinct (3/Long Rest). When a creature within 30 feet makes a Perception, Investigation, Insight, or Survival check, the cat may silently assist. That creature gains advantage on the roll.

Nine Lives. When the Wandering Cat would be reduced to 0 hit points, it instead vanishes without a trace. After the party finishes a long rest, it quietly returns at full health as though nothing happened.

Actions

1) Observe. The cat simply watches the battle in silence. Nothing happens.

2) Comforting Purr. One creature within 30 ft. regains 1dd4 + 2 hit points.

3) Mystic Spark. A creature within 60ft. makes a DC 14 Dexterity saving throw, taking 2d6 Force damage on a failure or half as much on a success.

4) Moonlight Veil . A creature within 60 ft. gains +2 AC until the start of the cat's next turn.

5) Guiding Glow. One ally gains advantage on their next attack roll before the end of their next turn.

6) Blink. The cat teleports up to 30 ft. to an unoccupied space. Then choose one ally within 10 ft.; they may immediately move 10 ft. without provoking opportunity attacks.

7) Soothing Aura. One ally may immediately end either the Frightened or Charmed condition affecting them.

8) Starlight Burst. Creatures of the cat's choice within 10 ft. of a point it can see must succeed on a DC 14 Constitution saving throw or be Blinded until the start of the cat's next turn

9) Lunar Blessing. One ally gains 1d8 Temporary Hit Points and has Advantage on the next saving throw they make within 1 minute.

10) Mysterious Miracle . Roll again twice, ignoring any further 10s. Both effects occur, chosen in the order the DM prefers