Final Fantasy VII: Cait Sith (D&D 5E)

The Final Fantasy VII character series carries onward–following on after Cloud StrifeTifa LockheartAerith GainsboroughBarret WallaceVincent ValentineYuffie Kurisagi, Red XIII–but this series also has the original Final Fantasy game cast, the party from Super Mario RPG, and some Fallout action too. If you’re into fighting video games, definitely check out the Mortal Kombat thread or the Street Fighter PDF linked above!

In today’s entry we’re considering another character at the heart of Final Fantasy VII‘s excellent storylines, someone easily trusted because of how freaking cute he is. You know I’m talking about CAIT SITH!

Final Fantasy 7 Cait Sith DnD 5e.png

* The Monster Tamer class used below is from the EN5ider Patreon and upcoming A Touch More Class Kickstarter.

Cait Sith

Tiny beast (awakened cat), neutral rogue (genius) 5/monster tamer (monstrous) 8*
Armor Class 18 (+2 studded leather)
Hit Points 91 (1d4+5d8+8d12+14)
Speed 40 ft., climb 30 ft.


8 (-1) 18 (+4) 12 (+1) 12 (+1) 9 (-1)

16 (+3)

Skills Animal Handling +9, Deception +13, Investigation +6, Perception +4, Performance +8, Persuasion +13, Stealth +9
Tools disguise kit, forgery kit, gaming set (dice)
Senses passive Perception 14
Languages Common, Corporate, Thieves’ Cant, Undercommon
Challenge 8 (3,900 XP)

Cunning Action (1/Turn). Cait Sith can take a bonus action to take the Dash, Disengage, Help, or Hide action.

Fast Learner. After Cait Sith has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).

Feat: Magic Dabbler. Cait Sith knows the message and vicious mockery cantrips, and can cast thunderwave once between long rests. He uses Charisma as his spellcasting ability for these spells (spell save DC 16).

Feat: Mounted Combat. When Cait Sith’s mount is attacked, he can make himself the target of that attack. In addition, he has advantage on melee attack rolls when his target is an unmounted creature smaller than his mount (usually any unmounted target of Medium size or smaller). Finally, when Cait Sith’s mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Smell. Cait Sith has advantage on Wisdom (Perception) checks that rely on smell.

Monster Tamer. When controlling his pet, Cait Sith can use Wisdom (Animal Handling) regardless of the creature’s type. He is able to use Wisdom (Animal Handling) to try to control any type of trainable creature (with an Intelligence of 5 or less and the aberration, beast, dragon, monstrosity, or ooze type) but has disadvantage against creatures other than monstrosities.

Pet: Mog. Cait Sith’s pet is friendly to him and his companions. During combat Cait Sith’s pet takes the Dodge action each turn unless provoked or given a verbal command by him (a bonus action or action). Unless commanded otherwise, Cait Sith’s pet remains adjacent to him. Cait Sith’s pet remains with him until it dies, he dismisses it, or he is unable to feed it.

  • Monster Trick: Attack. Cait Sith commands his pet to make a single attack against a target he chooses that is within its reach.
  • Monster Trick: Carry Rider. Cait Sith’s pet is able to be used as a mount.
  • Monster Trick: Interfere. Cait Sith commands his pet to harass a creature within its reach, making it difficult for the target to attack effectively. Until the start of his pet’s next turn, the target has disadvantage on attack rolls.
  • Monster Trick: Perform. Cait Sith commands his pet to perform an acrobatics or pantomime routine. When he does so as part of a Charisma (Performance) check he has advantage.

Sense Pets (1/Long Rest). As an action, Cait Sith can open his awareness to detect monstrosities. Until the end of his next turn, he knows the location of any monstrosity within 60 feet that is not behind total cover, but not its identity.

Sneak Attack (1/Turn). Cait Sith deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Cait Sith that isn’t incapacitated and Cait Sith doesn’t have disadvantage on the attack roll.

Tactician. Cait Sith is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Cait Sith and is within 30 feet of him.

Trainer’s Zeal (2/Short Rest). On his turn, Cait Sith can use a bonus action to regain 1d12+8 hit points.

Whipmaster. Cait Sith deals an additional 1d4 damage with whips (included below). Additionally, while wielding a whip Cait Sith has advantage on Charisma (Intimidation) checks made against creatures of Intelligence 5 or less.



Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Microphone (Whip). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4+4) slashing damage. Alternatively, instead of dealing damage, on a successful hit against a creature of Large size or smaller Cait Sith can use his bonus action to make an opposed Strength (Athletics) check with disadvantage. On a success he disarms, grapples, or trips the target of his attack. Disarmed weapons land at the target’s feat.



Lend Vigor. As long as Cait Sith can see his pet, he can use his reaction to take up to 9 damage, and his pet gains a number of temporary hit points equal to the damage he takes. These temporary hit points last for 1 minute or until combat ends (whichever is later).
Alternatively, Cait Sith can reduce the temporary hit points granted to his pet by 5 to remove one level of exhaustion from his pet instead. Cait Sith can remove multiple levels of exhaustion with a single use of Lend Vigor, reducing the temporary hit points by 5 for each additional level of exhaustion removed (for example, removing 2 levels of exhaustion costs 10 temporary hit points).

Uncanny Dodge. When an attacker Cait Sith can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.


Mog (reskinned owlbear)

Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.


20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1)

7 (-2)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Challenge — 

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.



Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) magical piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical slashing damage.


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