Xoff threw a rock at the bipedal cat as it ran for a window.
‘Curse you, you flea-bitten alley cat!’ the man roared.
With a snicker the felistrian gave the human a salute and leapt out the window.
‘That’s the last time I partner with you,’ snarled Xoff.
Hours later the felistrian was telling his tale to other cat-people in an abandoned magic shop.
‘And you stole the milk!’ one of his fellows laughed aloud and slapped his knee.
No. Enc.: 1d3 (2d6)
Movement: 120′ (40’) (50 in AS&SH)
Armor Class: 8
Hit Dice: 1+4
Damage: 1d4 or by weapon
Save: F2 (Saving Throw 13 in AS&SH)
Size: S (2 ½ ‘-3’ feet tall on average)
Hoard Class: VII (Treasure Type C in AS&SH)
Felistrians are intelligent housecats that can walk on two legs or four and have opposable thumbs. These odd little creatures are curious and like getting into things, like their less clever cousins, the common housecat. Loving adventure and travel, felistrians often take up with traveling adventurers, who often find them somewhat annoying and selfish, although these creatures make great scouts and trackers. Felistrians wear minimal clothing and armor, more of a gesture or statement than functional apparel. These feline creatures speak their own tongue as well as Common. Felistrians have a pantheon of cat-like gods.
As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: Need something weird? Felistrians can be a player option with the following modifications:
Clever: +1 to Intelligence, Quick: +2 to Dexterity. Heightened senses of smell and sight- can track with 76% accuracy and infared vision to 60′.
Class: Unlimited advancement as Thief or any thief subclass, Level 8 in Fighter or Any appropriate Fighter subclass, Level 6 in any other class or subclass.