Hypnocat (3.5e Monster)

''It turns out after all this time, Dr. Claw was the cat. YEEEOOOWL!''

Hypnocats, also known as Pursanrajas, appear to be small, cute, and regal looking cats, often fancy purebreed cats or hairless cats. They seem innocent enough, but in truth they are a terrible type of fiend from the depths of hell. They beguile mortals into taking them in as pets, using their subtle telepathy to influence their behavior. The schemes introduced by the hypnocat eventually become the master's own, birthing another villain into the world. And when heroes rise up to challenge the villain and defeat them, the hypnocat slinks off to begin anew and restart the cycle of tyranny and despair.

Hypnocats do not speak directly, but use their subtle telepathy, and can "speak" feline through body language and meowing. When encountered in hell, they look completely out of place and usually flee, drawing would be cat-saviors into some fiendish trap of their own design.

Combat
A hypnocat does not fight, it gets others to fight and die for the cause for it. It charms the morally bankrupt and plants the seeds of grand ideas, then quietly flees the scene as the "villain" fights the heroes.

Hypnocats scheme with its villainous "master", and when confronted for a final battle it uses its summon ability to draw in powerful fiends and monsters. It stays on the sidelines as a non-combatant, subtly casting spells and in the end, transforming its master into a monster. If the master is defeated, the cat flees to find another to instill its plans of tyranny and evil. Perhaps it is why so many villains seem to get a hold of regal fancy cats.

If confronted, it is cowardly, using poison to stagger and delay pursuers and hypnotism to keep them non-threats. If given the choice to attack and expose itself or slink away it will always take the latter. Some even befriend "heroes" and corrupt them from within.

Augment Villain :  A creature which the hypnocat is bonded to (via Lifelink) gains a +4 profane bonus to all of their ability scores while the hypnocat is within 90 feet.

In addition, as an immediate action the hypnocat can incur a transformation in the villain turning them into any non-good non-chaotic creature equal to the bonded creature's CR +3 or less. The bonded creature takes on all aspects of the new creature except for alignment and personality, though they often become overwhelmed with power and a sense of superiority, and gain the creature's full hit maximized hit points. If this secondary form is slain they revert to their normal form, dead. Otherwise the transformation lasts for 1 minute/level, after which the creature is exhausted and reverts to whatever hp it had pre-transformation. The hypnocat tries to keep this ability secret, and uses it sparingly. It may use this ability 1/day.

Aura of Dawww :  A hypnocat is constantly emanating a field of proximity to cat spell, though the spell DC is 10 + 1/2 HD + Charisma modifier (DC 18 Will save) and it is limited to 30 ft, 20 ft, and 10 foot ranges for its effect, with itself as the focus instead of an illusion. The hypnocat can exclude anyone from its effect as a free action. A successful save renders the creature immune for 24 hours. This is a enchantment (compulsion, mind affecting) effect.

Hypnotic Gaze :  As a standard action a hypnocat can use charm monster as a supernatural ability, though it may only use this once every 5 rounds. If used on a charmed creature, it instead duplicates the effect of suggestion, subject to the same 5 round limitation. The saving throw is DC 18 for both and the save is Charisma-based.

Improved Evasion : This ability works like evasion, except that while the hypnocat still takes no damage on a successful Reflex saving throw against attacks henceforth it takes only half damage on a failed save. A helpless hypnocat does not gain the benefit of improved evasion.

Immunities : The hypnocat is immune to fire and poison,

Lifelink :  A hypnocat can bond to a creature in a similar way a wizard can bond to an animal, making it a familiar. It seeks out a "master" of dubious moral fortitude so it may ply them to its will. Creatures bonded with lifelink gain the augment villian benefits, and may treat the hypnocat as if it were a normal cat familiar. The hypnocat also obtains familiar benefits, as if it were a familiar, such as Share Spell. A hypnocat may keep only one lifelink at a time. It can bond to a willing creature over the course of 24 hours.

Poison : Injury, Fortitude DC 16, initial damage 1d6 Wisdom and staggered for 1 round, secondary damage 1d6 Wisdom and dazed for 1 round. The save DC is Constitution-based.

See in Darkness : The hypnocat can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities : At will- disguise self (cat forms only); 2/day- invisibility; 1/day- dimension door, hallucinatory terrain, haste. The saving throws are Charisma based.

Subtle Telepathy :  A hypnocat has telepathy out to 100 ft. Unlike normal telepathy, it can make a Bluff check to obscure its words to a creature's own inner voice. If successful, the creature does not suspect the cat is speaking to it but merely is thinking on its own. Through this method, the hypnocat influences its master's actions to its own goals and gain.

Summon : Once per day a hypnocat can summon one hellcat or 1d4 wild kitten swarms (treat as a rat swarm) with a 50% chance of success. It can travel within the kitten swarms without taking damage or being distracted, and often does so to hide and escape in the crowd. This ability is the equivalent of a 4th-level spell.

However, when bound to a master of a CR 6 or higher the summon ability gains a new option. The hypnocat can summon up to its master CR -3 in extraplanar beings one step away in alignment (LN, LE, or NE) with 100% chance of success instead. It often does this just as a dramatic battle is starting between its master and would-be heroes.

Unnoticed : The hypnocat looks like your typical regal purebred housecat. Whenever using its supernatural and spell-like abilities the DC to detect their casting or Spellcraft them rises by +10. In addition if no creatures are observing the hypnocat for at least 1 minute, it may plane shift (self only) to the plane it is on to Baator, and back.

Skills: A hypnocat can choose to take 10 on a Bluff check, even when rushed or in combat, and gains a +8 racial bonus on Bluff checks. Hypnocats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Hypnocats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.