Tressym

CN Tiny animal – CR 1/3

Init +2; Senses low-light vision, scent; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 11, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Fly +6, Perception +9, Stealth +14; Racial Modifiers +4 Perception, +4 Stealth
Special Qualities: immunity to poison

SPECIAL ABILITIES

The master of a tressym familiar gains a +3 bonus on Perception checks.


Tressym stalk and pounce on prey, scratching and biting much as normal cats do, but with the added ability of flight, which makes them far more deadly to birds (and insects) of all sorts. They do not, however, seem to attack nestlings or despoil eggs. In battle, they are cunning – scratching at the eyes of opponents, for example. They are also intelligent, understanding common speech — though unable to speak themselves — and learning dangers quickly, so that a tressym that sees a wand fired by a wizard knows about the danger of sticks of wood held by humans for the rest of its life.

Special: Note that given its challenge rating, selecting a tressym as a familiar does not require the Improved Familiar feat.