Sea Cat

Large Magical Beast — CR 4

Monster Manual v.3.5 (MM), p. 220Updated 3.5

Sea Cat is a D&D 3.5 monster from MM, p. 220. CR 4, HD 6d10+18 (51 hp).

Hit Dice
6d10+18 (51 hp)
Initiative
+1
Speed
Land 10 ft
Armor Class
18, touch 10, flat-footed 17
Base Attack / Grapple
+6/+14
Attack
Claw +9 melee (1d6+4)
Full Attack
2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
STR
19
DEX
12
CON
17
INT
2
WIS
13
CHA
10
Fort / Ref / Will
+8 / +6 / +5
Challenge Rating
4
Alignment
Always Neutral
Organization
Solitary, pair, or pride (5–12)
Treasure
None
Environment
Aquatic
Level Adjustment

Special Abilities

Feats

This creature has a body like that of a porpoise or a small whale, with a leonine head and forepaws. A riff of silky hair runs from the top of its head all the way to its tail flukes.

Description

The sea cat is a fearsome aquatic predator.

Sea cats inhabit shallow coastal waters, making their lairs in undersea caves or in the wreckage of ships. They hunt for fish, aquatic mammals, sea birds, and anything else they can catch and kill.

Sea cats are aggressively territorial, attacking any creature, regardless of size, that enters their domain. Their chief enemies and competitors are sharks, and sea cats go out of their way to attack them. Sometimes they form temporary prides to deal with particularly dangerous or resistant intruders. Their normal pride structure is much like that of terrestrial lions.

A typical sea cat is 12 feet long and weighs 800 pounds.

Combat

Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.

Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.

Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.