Armor Class
15
Natural armor
Hit Points
37
(10d12 + 10)
Speed
40 ft.
STR
17
(+3)
DEX
15
(+2)
CON
14
(+2)
INT
13
(+1)
WIS
15
(+2)
CHA
12
(+1)
Saving Throws
STR +5
Skills
Perception +3, Stealth +4
Condition Immunities
Frightened, Petrified
Senses
Darkvision 60 ft., Passive Perception 15
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the 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.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Ice Storm
4 evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V S M (A pinch of dust and a few drops of water)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
- A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
Reactions
Opportunity attack - bite
Comments