Mr. Mittens's stats were calculated with an elite array. Before racial modifiers, Mr. Mittens's abilities were Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
Mr. Mittens CR 1
TN Tiny Animal
, Senses ; ; low-light vision, scent
AC 16, touch 16, flat-footed 12
hp 19 (HD)
Spd 30 ft.
Melee 2 claws +8 (1d2-3) and bite +6 (1d3-3)
Abilities, , , , ,
Feats Weapon Finesse(B), Multiattack, Stealthy
Skills Balance +12, Climb +8, Hide +19 (+23 in tall grass or heavy undergrowth), Jump +13, Listen +4, Move Silently +10, Spot +4
Possessions Leather collar bearing name "Mr. Mittens"
Racial Skill Bonuses Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks. Cats have a +8 racial bonus on Balance and Jump checks. In heavy grass or undergrowth, this +4 to Hide raises to +8. Cats apply their Dexterity modifier instead of their Strength modifier to Climb and Jump checks.
Personality and NotesEdit
Cats are the bane of every young mage, but none are so fearsome as the mighty Mr. Mittens. Mr. Mittens has downed several first-level wizards with his incredible powers of stealth and his unerring blows when revealed. Wizards don't get the change to deploy a single spell.
When not killing commoners or mages, Mr. Mittens resides in a small house under the watch of a deceptively sweet eight-year-old girl named Sandy. Sandy's parents told her it was only normal behaviour for felines when Mr. Mittens started leaving disemboweled mice and birds on the front steps of their home; Sandy simply figured the same principle applied when the cat brought back a severed hand.
Mr. Mittens can be persuaded to do his deadly deeds for a small price. A morsel of meat and a tummy rub is all a man's life is worth to this monster.
Mr. Mittens usually keeps hidden until within charging distance of his prey. Due to his lack of reach, he tries to only attack flat-footed or unarmed opponents in order to avoid attacks of opportunity.
Mr. Mittens's primary prey is magic-users, and other low-hp characters. When faced with an armoured or tough opponent, he will usually flee, using his jumping and balance abilities to go where his persuers can't.
Bodyguard: A young, well-off wizard has heard of the mysterious mage deaths around town and has hired the adventurers as bodyguards. They must defend against a threat that not only is almost impossible to detect, but can travel almost anywhere.
Investigation: The local wizard school is wondering why all its students are ending up with their throats torn out. Tiny bloody pawprints lead from the murder scenes, suggesting a nonhuman attacker, but because no one in a city bothers with the Survival skill they trail is impossible to track. The party is hired to find the killer.
Missing Person: "Mister, my kitty ran away! Can you help me find him?"