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Caterwaul

Feline predator resembling black panthers walking upright that stalks darkened caves

Stat Blocks

OSRIC
Armor Class6 (see below)
Hit Dice4 +2
Number Encountered1
Attacks3
Damage1d4/1d4/1d6
Move180-ft or 240-ft
AlignmentChaotic evil
IntelligenceLow
XP5/400+5/hp
SizeMedium
FrequencyRare
Lair20%

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

A caterwaul is a feline predator that stalks darkened caves waiting for prey to walk past. These unusual creatures resemble black panthers walking upright. On their hind legs they move at 180-ft. They can drop on all fours and sprint very fast (240-ft) but only for short distances. Using their claws they can scale vertical walls with only a 5% chance of slipping. Being feline, they retract their claws to move silently (75%). Because of their soft coat, they are able to hide in shadows 75% of the time. They also possess keen senses and can only be surprised 10% of the time.

When they pounce on their victims they make their distinctive screech, doing 1d8 damage to all within hearing range (60-ft). They attack with their usual claw, claw, bite. What makes these creatures unique is their unusually high dexterity. This will vary from individual to individual. Roll d% and check the chart below.

D% AC Bonus Attacks/round 01-30 0 1/1 31-60 -1 3/2 61-90 -2 3/2 91-93 -3 2/1 94-97 -4 2/1 98 -5 2/1 99 -6 5/2 00 -7 5/2

The AC bonus applies to the creature’s armour class and its dodging saving throws.

The attacks per round works much the same way as for fighters, referring to a full attack routine (claw, claw, bite) rather than individual attacks.

Caterwauls are attracted to shiny items. Thus their treasure hoard will often contain jewellery, gems and gold.

Treasure: 1d6×1,000 gp (50%), 1d8 gems (40%), 5d6 jewellery (40%), 2d4 potions+1 magic item (40%)