|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Magical Beast|
|Hit Dice:||6d10 (32 hp)|
|Initiative:||+3 (+3 Dex)|
|Speed:||30 ft., climb 15 ft.|
|Armor Class:||17 (+3 Dex, +4 natural), touch 13, flat-footed 14|
|Attack:||Claw +9 melee (1d8)|
|Full Attack:||2 Claws +9 (1d8)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Charm, Pounce|
|Special Qualities:||Sanctuary, Unpredictable|
|Saves:||Fort +5, Ref +8, Will +1|
|Abilities:||Str 11, Dex 16, Con 10, Int 2, Wis 9, Cha 21|
|Skills:||Climb +7, Hide +12, Jump +15, Move Silently +8|
|Feats:||Weapon Finesse, Alertness, Ability Focus (Sanctuary)|
|Advancement:||7-9 HD (Medium), 10-15 HD (Large)|
Delcatty have notoriously short attention spans, and switch between sleeping and waking states seemingly at random. Watching a Delcatty, it is obvious that it doesn't know what it is doing, but it is justly impossible to guess a Delcatty's next action as it switches moods and activities randomly.
Combat[edit | edit source]
Delcatty are barely able to tell the difference between fighting and playing.
- Round 0: Chase nearest creature or object. Be under the effects of Sanctuary.
- Round 1: Charge nearest creature.
- Round 2: Repeat step one unless endangered, then use Charm.
- The sample Delcatty has a save DC of 18 for Charm.
Pounce (Ex): A Delcatty can make a full attack action at the end of a charge.
Upredictable (Ex): A Delcatty's actions are very hard to predict, and Delcatty have a +4 Dodge bonus against attacks of opportunity.
Sanctuary (Su): A Delcatty is always under the effects of a sanctuary spell, as if cast by a Cleric of a caster level equal to its Hit Dice. If a Delcatty attacks, this does not break the effect, and a would-be attacker must make a save for every attack even if previous saves were successful.
- The sample Delcatty has a save DC of 12 for Sanctuary.
Skills: A Skitty gains a +10 racial bonus on Jump checks, and its jump distances are not limited by its height.