This green cat looks like if it was made of grass, leaves, moss, and vines.
CR 7; XP 3,200
N Small Plant
Init +7; Senses low-light vision, scent; Perception +20
Aura feline madness (30 ft.)
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 85 (10d8+40)
Fort +10, Ref +6, Will +6
Defensive Abilities cat trap; Immune plant traits; Resist acid 10, electricity 10
Speed 30 ft.
Melee bite +11 (1d4+3), 2 claws +11 (1d4+3),
Ranged aromatic juice +11 touch (special)
Special Attacks pounce, 2 rakes +11 (1d4+3)
Str 16, Dex 16, Con 16, Int 11, Wis 17, Cha 11
Base Atk +7; CMB +9; CMD 22
Feats Ability Focus (cat trap), Alertness, Combat Reflexes, Improved Initiative, Toughness
Skills Perception +20, Sense Motive +5, Stealth +20
Language olfactory telepathy 30 ft.
Environment temperate forests and plains
Organization solitary, or solitary with retinue of 2–12 feline creatures of various sorts
Aromatic Juice (Ex) A catnip can spit a dollop of its juices, hitting a single creature or object within 30 feet on a successful ranged touch attack. The juice is corrosive dealing 2d4 points of acid damage at the start of the catnip's round for three rounds. Additionally, its aroma is attracting and aggravating nearby felines and similar creatures. Any feline attacking creature or object that is marked with aromatic juice gains +2 morale bonus to attack and weapon damage rolls. This bonus also applies to any attacks made by the catnip itself, overriding it's normal immunity to morale effects. Any feline that is driven to attack a random creature by the catnip's aura of feline madness, will always attack creature marked by the catnip's aromatic juices if it is within its movement range (or pick one of those randomly if more than one marked creature is nearby).
Aura Of Feline Madness (Ex) A catnip constantly releases a cloud of aroma that acts as a potent drug on cats and other feline creatures. Any creature related to felines that enters the aura, or starts its turn within the aura does not hold its breath becomes confused for 1 round unless it succeeds a Will saving throw (DC 18), with "act normally" result being replaced with running around randomly (roll 1d8 to detremine direction of each move action), and "babble incoherently" resulting with the feline being fascinated by the catnip. The saving throw DC is Constitution-based. This is a mind-affecting poison effect. Moderate or stronger wind suppressed the aura within affected squares.
Cat Trap (Ex) When a feline-like creature bites or merely licks a catnip, it has to succeed a Will saving throw (DC 20) or it becomes charmed for 1d4 days as per charm monster. When a charmed feline creature witness another creature attacking the catnip, the feline flies into rage (as per spell) for 2d4 rounds while defending the catnip. The saving throw DC is Constitution-based. This is a mind-affecting poison effect.
Olfactory Telepathy (Ex) A catnip can communicate with creatures affected by its aura of feline madness or cat trap abilities, but the communication is limited to basic, non-abstract ideas.
Catnips are sapient plants capable of driving felines and feline-like creatures, including catfolk, various magical beasts, and even cat-like outsiders, crazy and protective of the catnip they were exposed to. Despite their considerable intelligence and cunning, catnips don't communicate with other creatures, except directing their thralls via hallucinogenic smells.
According to some legends the original catnips were created by gods as a weapon against rakshasa, or a tool of an evil god to sway cats protecting good people from his legions. Rakshasa scoff at the former, claiming they created catnips for their own pleasure, while catfolk repeat tales of catnips being at first a divine reward for their heroism in the war against evil, only later tainted by the dark forces.