Celestial Sea Cat CR 5
Always NG Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8
Languages —
AC 18 (−1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
hp 6d10+18 (51 hp); DR 5/magic
Fort Ref Will
Speed 10 ft. (2 squares), swim 40 ft.
Space/Reach 10 ft./5 ft.
Base Atk +6; Grp +14
Melee claw ()
Full Atk 2 claws () and bite ()
Attack Options Rend 2d6+6, Smite evil
SQ hold breath, low-light vision, scent, resistance to acid 5, cold 5, and electricity 5, SR 11
Abilities Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Feats Alertness, Endurance, Iron Will
Skills Listen +8, Spot +8, Swim +12
Advancement 7–9 HD (Large); 10–18 HD (Huge)
Environment Any good-aligned plane
Organization Solitary, pair, or pride (5–12)
Treasure None
Aquatic: May be summoned only into an aquatic or watery environment.
Summon Monster: Summon Monster V (aquatic only)
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +6 extra damage against an evil foe.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Rend (Ex): If a sea cat hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+6 points of damage.
Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check. It can use the run action while swimming, provided it swims in a straight line.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Sea cats are fierce aquatic predators that resemble great cats with piscine features.
Open Game Content · Monster entry · Celestial Creature · Summon Monster V.