Keen Hearing and Smell. The Caragor has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Masks of the Wild. The Caragor can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
Pack Tactics. The Caragor has advantage on an attack roll against a creature if at least one of the Caragor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Assassinate. During its first turn, the Caragor has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Caragor scores against a surprised creature is a critical hit.
Evasion. If the Caragor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Caragor instead takes no damage if it succeeds on the saving throw, and only half damage if it fails (if a creature is mounted on the caragor then it shares this effect and the Caragor's role).
Sneak Attack. Once per turn, the Caragor deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Caragor that isn't incapacitated and the Caragor doesn't have disadvantage on the attack roll.
Multiattack: the caragor may make 3 claw attacks or one pounce attack per turn.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) Slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Pounce. Melee Weapon Attack: +10 to hit, Reach 15 ft., one target. Hit: 34 (6d6 + 10) Magical Piercing damage. The creature if hit is pounced up[on by the caragor and is considered restrained until the caragor's next turn or if the creature makes a DC 18 Strength check on it's next turn.
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