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 Stats: ❤️1d6 Hit Dice❤️4 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 1
 Creature types: Cat

 Abilities: 
 Duration: Always active.

You gain Climbing and Leaping.
 If proficient: You are also skilled at landing from difficult falls onto land. The damage you would take from falling onto land is deboosted P times and you are not rendered prone if you take no damage from the fall. If fluent: The damage you take from falling is instead deboosted F times. Feat save improvement: This ability gives proficiency in MOV feat saves.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
 Execution time: 1️⃣Single action( ➡️Active )
 Duration: Instant.
 Requirements: You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.

You become hidden. If the result of your SNK save is greater than your passive sneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passive sneak.

When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + 2 × SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + 2 × PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.

While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.

While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.


 Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of -1.
 Duration: Always active.

You can see in the dark up to 60 feet as though it is bright light and up to 120 feet as though it is dim light.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Target: 🦵Leg( Hit target's AC + 2. )
 Duration: No limit.
 Range: Your weapon's range.

 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is snared.

 Body Parts: 
Claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Claw 1d4 -3 Normal (5 feet) 0 0 lb. -3 Handy, Weapon Body parts
1d4Normal (5 feet)
Fanged jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Fanged Jaw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Fanged Jaw 1d6 -3 Normal (5 feet) +1 0 lb. -3 Biting, Weapon Body parts
1d6Normal (5 feet)

 Familiar Abilities: 
 Duration: Always active.

You can see in the dark up to 60 feet as though it is bright light and up to 120 feet as though it is dim light.