Hellcat (Tau Ceti e, Tau Ceti System) [CL 8]

The Hellcat is a species of large felinoids native to Tau Ceti e. These lizard-like creatures are masters of stealth, equivalent to a nastier version of an Earth lion or tiger, and hunt elementals for food. They typically dwell in caverns with active lava rivers, and can be found basking in the warmth of a lava flow when not actively hunting. Hellcat hunting is a well-appreciated pastime amongst Hands of Action, however overhunting of the creature has lead to a one-kill per year limit for hunters in modern times.
Medium (male) or Large (female) beast 8
Initiative +6; Senses low-light vision, scent; Perception +7
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Defenses
Reflex 17 (Flat-Footed 11) (DEX 6, Natural Armor +1 (+2 for Females))
Fortitude 13
Will 12
HP 52; Damage Threshold 12
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Speed 8 squares
Melee 2 claws +9 each (1d4+8 plus poison plus fire) and bite +9 (1d6+8 plus fire)
Fighting Space 1 square (male) or 4 squares (female); Reach 1 square
Base Attack +5; Grapple +11
Attack Options Ambush, Charging Leap, Elemental Touch, Fire Resilient, Flaming Claws, Invisibility, Poison
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Abilities STR 18, DEX 23, CON 16, INT 2, WIS 14, CHA 14
Special Qualities Low-Light Vision, Scent
Feats Skill Focus (Stealth), Skill Training (Perception), Skill Training (Survival)
Skills Perception +7, Magery +9 Stealth +16, Survival +7
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Ambush – A Hellcat deals an extra 2d6 points of damage with its natural weapons against a flat-footed opponent.
Charging Leap – As a full-round action, a Hellcat can move up to three times its speed at an opponent, gaining a +15 bonus to Jump checks made during this movement. If it ends this movement adjacent to a creature, it can make a single claw attack against that creature. If this attack hits, the target can be knocked prone if the attack also beats the target’s Fortitude defense.
Elemental Touch – Elementals are a Hellcat’s natural prey, and it takes no damage from coming into contact with any kind of elemental spirit.
Fire Resilient – Cave Crawlers ignores the first 10 points of fire damage they take per round. They are immune to damage from overly hot conditions, up to 150 C.
Flaming Claws – A Hellcat’s natural weapons deal an additional 2d6 points of fire damage.
Invisibility – As a swift action, a Hellcat may fade from sight, becoming invisible to optical sensors (and vision). This ends if the hellcat attacks, and lasts for 1 round. A Hellcat may activate this ability once every 5 rounds.
Poison – If the claws of a Hellcat deal damage to a living target (or damage that target’s magic-based autoshields), the target is also poisoned. If the poison succeeds on an attack roll (1d20+9) against the target’s Fortitude Defense, the target moves -1 step along the condition track. The poison attacks each round until cured with a successful DC 15 Treat Injury check. If the target falls unconscious, the poison remains, potentially keeping the target unconscious for an indefinite period of time.

Epic Space Adventures Abound!