Standing Leap. The bishaten's long jump is up to 40 feet and its high jump is up to 25 feet, with or without a running start.
Tree Trekker. The bishaten has advantage with its attacks in rough terrain that includes trees like in a jungle or forest.
Strong Hold. When the bishaten attaches its tail to any sort of wooden or non-artificial surface, it takes a DC 20 Strength check to disable it. When the bishaten's tail is attached to any type of artificial surface it takes a DC 16 Strength check instead.
Pounce. If the bishaten moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bishaten can make one bite attack against it as a bonus action.
Multiattack. The bishaten makes 3 attacks. One with its tail and two with its claws. If it wants, it can instead only do 2 attacks. One with its tail and one with its winged spin.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+1) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 16 (2d8+3) bludgeoning damage and 5 (1d4+3) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the bishaten cannot grapple another target with its tail unless the grappled creature escapes or is thrown or smacked out of the grapple. The bishaten only has one tail, which can grapple only one target at a time.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (1d10+3) slashing damage.
Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d8+3) bludgeoning damage. Both the bishaten and the target must make a DC 13 Constitution saving throw or be stunned until the next round.
Wings. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (1d10+5) bludgeoning damage. The target must make a DC 16 Dexterity saving throw or be knocked back 5 feet from their current location, taking an extra 4 (1d4+2) bludgeoning damage if they hit a solid surface.
Thrash. Melee Weapon Attack: +8 to hit, reach 10 ft., Hit: All non-hostile targets within 10 feet of the bishaten must make a DC 17 Dexterity saving throw or take 29 (3d10+3) bludgeoning damage and 6 (1d6+2) slashing damage and be knocked prone on a failed save, or take half as much damage and not be knocked prone on a success. The bishaten must make a DC 17 Constitution saving throw or take 17 (2d10+2) bludgeoning damage and be knocked prone on a failed save, or take half as much damage and still be knocked prone on a success.
Winged Spin. Melee Weapon Attack: +7 to hit, reach 5 ft., up to 3 targets. Hit: The bishaten charges forward 15 feet while wildly spinning its clawed wings around its body. Any targets in the way must make a DC 16 Dexterity saving throw or take 20 (2d10+4) bludgeoning damage and 17 (2d10+2) slashing damage on failed save or half as much damage on a success.
Screech. All targets in a 20/45 foot radius must make a DC 16 Constitution saving throw or have their armor class (AC) decreased by one and take 9 (1d8+3) thunder damage on a failed save and not have their armor class decreased by one but still take 5 (1d6+1) thunder damage on a success.
Explosive Fruit. RangedWeapon Attack: +6 to hit, range 25/45 ft., 1 target. Hit: 2 bludgeoning damage and 17 (2d10+2) fire damage.
Poisonbomb Fruit. RangedWeapon Attack: +6 to hit, range 25/45 ft., 1 target. Hit: 2 bludgeoning damage and 16 (2d10+1) poison damage. The fruit explodes when it hits the target, creating a cloud of poison that lasts for 3 minutes and any target that goes into the cloud within the 3 minute lapse must make a DC 15 Constitution saving throw or be poisoned for 2d4 rounds.
Hammer Fruit. RangedWeapon Attack: +7 to hit, range 20/40 ft., 1 target. Hit: 20 (2d10+4) bludgeoning damage. The target must make a DC 17 Constitution saving throw or be stunned for 2d6 rounds and be knocked prone.
Parry. The bishaten adds 4 to its AC against one melee attack that would hit it. To do so, the bishaten must see the attacker and be wielding a melee or ranged weapon.
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