Legendary Resistance (2/Day). If Chakuna fails a saving throw, she can choose to succeed instead.
Keen Hearing and Smell. Chakuna has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. Chakuna regenerates 10 hit points at the start of each of her turns. If she takes damage from a silver weapon this trait doesn’t function at the start of her next turn. Chakuna only dies if she starts her turn at 0 hit points and doesn’t regenerate.
Immortal Heart. As long as Chakuna’s Heart still lives, she cannot truly die. If Chakuna dies, she regenerates a new body after 1 hour at either Pantera Lodge, or at one of the two shrines of the hunt.
Multiattack. In humanoid form, Chakuna can make two Sickle attacks and one Blowgun attack. In hybrid or panther form, she can make two claw attacks and one bite attack.
Bite (Panther or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d10+5) piercing damage.
Claws (Panther or Hybrid Form Only). Melee Weapon Attack +10 to hit, reach 5 ft., one target. Hit: 123 (2d8+5) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Sickle. Melee Weapon Attack: +10 to hit, reach 5ft., one creature. Hit: 13 (2d8+5) slashing damage. If the target is a creature other than undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 3 (1d6) hit points at the start of each of its turns due to a bleeding wound. Each time Chakuna hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to staunch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Blowgun. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned and take 3 (1d6) poison damage at the end of each of its turns. When taking this damage, it must repeat the save, increasing the poison damage by 3 (1d6) on a failed save, or ending the effect on itself on a successful one.
Ancestral Fury. As a last resort Chakuna prays (verbal) to her ancestors, offering her body to them. Swirling spirits fill a 30-foot cube centered on herself attacking everything within for 1-minute before her body is consumed (but can regenerate according to the effects of Immortal Heart). When a creature enters the affected area for the first time on a turn or ends its turn there, the creature must succeed on a Wisdom saving throw or take 9 (3d6) psychic damage and become frightened until the end of their next turn. While frightened in this way, the creature is also paralyzed.
Change Shape. Chakuna polymorphs into a Large panther-humanoid hybrid or into a Large panther, or back into her true form, which appears humanoid. Her statistics, other than her size and speed , are the same in each form. Any equipment she is wearing or carrying is transformed. It reverts to its true form if it dies.
Cunning Action. Chakuna takes the Dash, Disengage, or Hide action.
Deflect Missile. In response to being hit by a ranged weapon attack, Chakuna deflects the missile. The damage she takes from the attack is reduced by 1d10+8.
Parry. Chakuna adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
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