Library / Bestiary

Hellcat

CR 7.00 Outsider LE Large HD 9
This eerie beast appears to be the animated skeleton of a huge fanged cat, its bones glowing with fire and seething with smoke.

The hellcat is a devious predator native to the fiery pits of Hell. While the hellcat is not a devil itself, it often acts as a guardian or mount for devils. Some might assume that hellcats serve devils as pets, but since hellcats are as intelligent as humans, they take offense to the idea that they might be anyone's pet.

On its own, a hellcat prefers to spend its time hunting and stalking prey. While the hellcat, as an outsider, need not eat to survive, it does enjoy eating for pleasure, often leaving significant portions of its kills behind for others to find. A hellcat that enters into an alliance with a devil is often used as a sort of hunter as a result. Human mortals can use spells like planar ally or planar binding to conjure hellcats for similar purposes. Those who do so are well advised to treat the hellcat with respect, for should any master prove too haughty with his hellcat or treat it as a dumb animal, the hellcat nurtures a lasting grudge. In such instances, the hellcat goes to great lengths to plan and coordinate revenge on the spellcaster, hoping to satisfy its own pride and to provide a lesson and example to all those who would deal with their kind.

Though incapable of speech themselves, hellcats understand the Infernal tongue of their home plane, and can communicate by telepathy with any creature capable of speech. Hellcats are quick to retreat if they are clearly overmatched or up against foes they cannot reach, but they never forget prey that escapes them, and will often track potential victims and try to lead allies (including other hellcats) to them in order to make coordinated attacks or ambushes.

The hellcat is only clearly visible in dim light, at these times appearing as a skeletal dire tiger with hellish flames burning and flickering along the surface of its bones. Despite this eerie appearance, the hellcat is neither undead nor an elemental creature. The “fires” are actually its blood coursing through transparent flesh. In bright light, the hellcat's entire body fades away into obscurity, while in darkness its glowing blood is muted.

Hellcats are as large as tigers, measuring 9 feet long and weighing 900 pounds.

HP
85 (9d10+36)
AC
21, touch 15, flat-footed 15 (+5 Dex, +1 dodge, +6 natural, -1 size)
Init
+9
Speed
40 ft.
Fort
+10
Ref
+13
Will
+5
BAB
+9
CMB
+15 (+19 grapple)
CMD
31 (35 vs. trip)
Melee
bite +13 (1d8+5), 2 claws +13 (1d6+5/19-20 plus grab)
Space
10 ft.
Reach
5 ft.
DR
5/good
SR
18
Defensive Abilities
invisible in light
Racial Modifiers
+4 Perception, +4 Stealth
str
21
+5
dex
21
+5
con
19
+4
int
10
+0
wis
14
+2
cha
10
+0

Weapons: Martial, Simple

pounce

rake (2 claws +13, 1d6+5/19-20)

Universal Monster Rules

Grab
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Rake (2 claws +13, 1d6+5/19-20) Ex from Universal Monster Rule
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Pounce Ex from Universal Monster Rule
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Special Abilities

Invisible In Light from text

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC

Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth +17, Survival +14, Swim +17

Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any land (Hell)
Organization
solitary, pair, or pack (3-8)
Treasure
standard
Senses
darkvision 60 ft., scent; Perception +18
Languages
Infernal (can't speak); telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
5 House/Core
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