Tabaxi Lord
Large Magical Beast
Hit Dice	8d10+24 (68 hp’s)	
Initiative	+6 (+2 Dex, +4 Improved Initiative)	
Speed	35 ft	
AC	15 (-1 size, +2 Dex, +4 natrual)	
Attacks	 2 Claws +12, Bite +7	
Damage	Claws 1d4+5, Bite Id10+5, Rear Claws 1d6+5	
Face/Reach	5 x 10 ft/ 5ft	
Special Attacks	Claw Rake	
Special Qualities	Spell-like Abilities	
Saves	Fort +9, Ref +8, Will +4	
Abilities	Str 20, Dex 15, Con 17, Int 15, Wis 15, Cha 12	
Skills	Climb +9, Hide +6, Jump +9, Listen +11, Move Silently +12, Search +7, Spot +7, Swim +9	
Feats	Dodge, Improved Initiative, Mobility, Spring Attack, Improved Critical (Claws)	
Climate/Terrain	Tropical Jungle	
Organization	Solitary, or leading a clan of tabaxi	
Challenge Rating	6	
Treasure	Standard	
Alignment	Always Chaotic Evil	
Advancement Range	By character class	

See the 2E AD&D Monstrous Manual for more information.

Combat:
Tabaxi Lords are evil and cunning stalkers, they revel in causing pain.

Claw Rake: If a tabaxi lord strikes with both claw attacks, they get two automatic attack with their rear claws.

Spell-like Abilities: Tabaxi Lords can cast the following spells once per day: Detect Good, Detect Evil, Binding, and Hypnotism.

Skills: +4 to Move Silently and Listen checks

Society:
See the 2E AD&D Monstrous Manual for more information.

Characters:
Tabaxi Lords are commonly sorcerers, but many also become clerics in the service of the dark god, Zalter.  Zalter allows casting from the following domains: Chaos, Evil, and War.