Welcome to Random Encounters, the blog where we take a popular internet meme, animal video, or the like and turn it into a game rule for Pathfinder or Starfinder.
Enter… the Bat-Cat! This little kitten is so adorable, how could I pass up a chance to give him some adorable stats? In fact, I’m pretty sure that this is what Paizo was thinking about when they ordered art for the adorable flying cat on page 217 of the Pathfinder 2 Core Rulebook.
In that vein, we’re not going to create a flying cat familiar, but an actual vampiric flying cat!
CN Tiny Magical Beast
Perception +8, darkvision, low-light vision
Languages Common (can’t speak)
Skills Acrobatics +5, Deception +5, Intimidation +3, Stealth +7, Survival +3
Str –2, Dex +4, Con 0, Int 0, Wis 0, Cha +2
AC 15, Fort +1, Ref +9, Will +3
Speed 35 feet, fly 25 feet
Melee [one-action] jaws +7, Damage 1d4 piercing plus blood drain
Melee [one-action] claw +7 (agile), Damage 1d4 slashing
Blood Drain (primal, necromancy) A bite from a bat-cat causes bleeding that the feral creature happily laps up. The target must succeed at a DC 13 Fortitude save or become drained 1 and the bat-cat regains 1 hit point. Further failed saves against blood drain increase the drained condition by 1. If the bat-cat has full hit points, it gains 1d4 temporary hit points that last for 1 round. On a critical failure, the target also takes persistent damage equal to 1 bleed.
Terrible Mew [two-actions] (auditory, emotion, fear, mind-affecting) The bat-cat releases a high-pitched mew that resonates in the minds of living creatures. All creatures within 20 feet must succeed at a DC 13 Will save or become frightened 1 (on a critical fail they become frightened 2).