Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Multiattack. The displacer beast makes two attacks with its tentacles or two attacks with its claws.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage plus 3 (1d10) cold damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) slashing damage
Cold Breath. Area of Effect. All creatures in a 15 foot cone must make a DC 15 Dexterity Saving throw, taking 24 (3d8) cold damage on a failed save, or half as much damage on a successful one.
Misty Step. Briefly surrounded by white mist, the Displacer Beast can Teleport up to 30 feet to an unoccupied space it sees. (Recharge 5-6)
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