Medium Fey, Chaotic Neutral
Armor Class 15 Natural armor
Hit Points 120 (10d12 + 42)
Speed 40 ft., Walk 25 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws WIS +6, CHA +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision, Passive Perception 16
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fey ancestry. Due to its fey nature, all of the Cheshire cat's attacks count as magical.

Innate Spellcasting. The Cheshire cat's innate spellcasting ability is charisma (spell save DC 15, +8 to hit with spell attacks). The Cheshire cat has the following spells:

At will: minor illusion, mind sliver
3/day each: charm person, invisibility, 
1/day each: gaseous form, mirror image

Actions

Multiattack. The Cheshire cat can attack once with its bite and twice with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 2) piercing damage. 

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing damage. 

Legendary Actions

The Cheshire cat has 3 legendary actions and can choose from the following:

Poof. The Cheshire cat can teleport up to 30 ft without risking an opportunity attack.

Claw Swipe. The Chesire cat makes one claw attack.

Phantasmal Force (Costs 2 Actions). The Cheshire cat can create a false illusion inside someone's mind by using the phantasmal force spell.

Lair and Lair Actions

An abandoned shrine, the pillars crumbled away partially to dust. There are thorns and brambles everywhere, dripping with a green liquid. 

Lair Actions

On initiative count 20 (winning initiative ties), the Chesire Cat takes a lair action to cause one of the following effects; the Cheshire Cat can’t use the same effect two rounds in a row:

  • Magical darkness spreads from a point the creature chooses within 60 feet of it, filling a 15-foot-radius sphere until the creature dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A target with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the creature can see within 120 feet of it. That area becomes difficult terrain, and each target there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A target can be freed if it or another target takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the creature uses this lair action again or when the creature dies.

Regional Effects

The region containing a legendary Chesire Cat’s lair is covered in brambles and thorns, which creates one or more of the following effects:

  • If a player character tries to go through or jump over the vines, they have to make a DC 15 Dexterity saving throw. If they fail the save, they take 2d8 poison damage. If they succeed on the save, they take half. 

If the Cheshire Cat dies, these effects fade over the course of 1d10 days.

Emmirose7

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