Armor Class 12
Hit Points 82 (9d10 + 28)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +6, DEX +5, CON +7, INT +1, WIS +3, CHA +4
Skills Acrobatics +7, Perception +4, Stealth +7, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Restrained
Senses Darkvision, Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Smell. The ghost tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the ghost tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Incorporeal Movement.
 The ghost tiger can move through other creatures and objects as if they were difficult terrain. It takes 5(1d10) force damage if it ends its turn inside an object.

Primal Essence. The ghost tiger's attacks are considered magical for the purposes of damage reduction and are treated like +1 weapons.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.

 

Reactions

Ghost Step. Twice per long rest, the ghost tiger may expend its reaction to step out of phase with the material plane and impose disadvantage on a successful attack roll that was just made against it. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2020 8:21:40 PM
29
1
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Coming Soon

Monster Tags: Misc Creature

Hale_TheWanderer

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