CR 4 Sea Cat

Sea cats are highly predatory magical creatures, typically ranging from 10 to 15 feet long and averaging 800 pounds.


These bold and extremely courageous beasts attack any threat to their territory or food source on sight, even creatures much larger and more threatening. Sea cats make use of their razor sharp claws and piercing teeth to grab and rend their opponents. Once sea cats attack, they will fight to the death. When attacking in pairs or prides they try to wear their prey out, until they are weak enough for a single beat to take them down.

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.


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.

Large Magical Beast
Space/Reach: 10'/5'
Hit Dice: 6d10+18 (58)
Vision: darkvision 60', lowlight vision
Initiative: +2
Speed: 10' (2 sq), swim 40' (8 sq)
Armour Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Damage Reduction: 4/— natural
Base Attack: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Offensive CM 26/+11
Defensive CM 21/+6
Special Attacks: Rend 2d6+6
Special Qualities: Hold breath, scent
Saves: Fort +11, Ref +5, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills: Perception +10, Sense Motive +6 Swim +12
Feats: Alertness, Endurance, Iron Will, Animal Instincts
Environment: Temperate aquatic
Organisation: Solitary, pair, or pride (5-12)
Challenge Rating: 4
Experience: 1200
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Level Adjustment:

Categories: Monsters

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