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Small Magical Beast (Good)
Hit Dice: 8d10+8 (52)
Initiative: +9 (+5 dex, +4 improved initiative)
Speed: 50 ft.
Armor Class: 18 (+5 dex, +1 size, +2 natural), touch 16, flatfooted 13
Base Attack/Grapple: +8/+3
Attack: Claws +15 melee (1d3-1)
Full Attack: Claws +15 melee (1d3-1) and Tail +10 melee (1d4-1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Hypnotic Gaze, Spell-like abilities
Special Qualities: Darkvision 60 ft., Low-light vision, Shadow Jump
Saves: Fort +7, Ref +10, Will +9
Abilities: Str 8, Dex 20, Con 13, Int 16, Wis 18, Cha 15
Skills: Balance +10, Climb +4, Concentration +6, Diplomacy +10, Escape Artist +13, Hide +18, Jump +4, Knowledge (local)+8, Listen +7, Move Silently +18, Spellcraft +5, Spot +8.
Feats: Weapon Focus (claws), Improved Initiative, Weapon Finesse
Organization: Solitary or Pair
Challenge Rating: 6
Alignment: Always good
Advancement: 9-11 HD (small)
Level Adjustment: -
The asnae is a small magical beast which looks somewhat like a cat, though it is much more. The fur of this creature is white, though it darkens when moving through the shadows and they have a long, tough tail. It has non-threatening red eyes that many consider to be quite pleasing.
These creatures are usually found serving good-hearted illusionists, often gnomes. Asnae will even consent to being used as mounts, if the rider uses reduce person. There has always been friendship between the gnomes and the asnae, and if you find a gnome community, then are sure to be asnae close by.
Asnae speak common, gnomish and elven.
The asnae realize they are not particularly dangerous in melee combat, so they tend to fight with magic and trickery. If the situation looks grim, the creature will not hesitate to flee into the shadows, taking their closest friends with them.
Hypnotic Gaze (Su): Creatures who look into the eyes of the asnae will see streaming patterns that fascinate them. Hypnotize, range 20 feet; Will DC 16 negates. The subject is fascinated as if affected by a Hypnotism spell (caster level 9th). The save DC is Charisma-based.
Shadowrunning (Sp): By stepping into the shadows, the asnae come close to the Plane of Shadow and can travel up to 1 mile. This power can be used three times a day, and the asnae often use it to flee a lost battle.
The asnae can choose to take as many as two friends with it. These creatures must be small, tiny or diminutive. This ability can only be performed once per day.
Spell-like abilities: The asnae can cast the following spells; 1/day – Blur, Invisibility, Minor Image (DC 16), Misdirection (DC 16) and Ventriloquism. Caster level 9th. The save DC is Charisma-based.
Skills: Asnae are masters at vanishing, and have a natural affinity for stealth. Asnae enjoy a +8 racial bonus to Hide and Move Silently.