Cat Sith
About
A black cat the size of a large dog with a single white patch at the breast, walking upright when it thinks itself unobserved. It comes for the newly dead, because a soul not yet buried can still be taken, and a taken soul does not go on. This is why the old wakes were noisy: riddles put to the room, wrestling and leaping, music, catmint scattered in the far corners, and no fire lit in the room where the body lay, because the Cat Sith loves warmth and will not be drawn to a cold hearth.
Stats
Save Rolls
Traits
Special Attack
Soul-Take: 5 ft, usable only against a creature dead less than one day and not yet buried. Save Wis Mind on the corpse's behalf at its own save bonus; on a failure the soul is taken and that creature cannot be raised by any means. Claws: slashing, melee 5 ft, +3 to hit, 1d6+2 (two strikes).
Special Defense
Drawn to Warmth: it always moves toward the largest fire or heat source in the area and will break off an attack to do so. A cold room is a room it does not want. Diverted: it cannot ignore a riddle asked aloud, a game begun in front of it, or music played well. Each costs it its next turn, and each trick works only once per encounter.