Keen Smell. The big green cat has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the cat 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 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
Goblin Nightmare. Any goblin that starts its turn within 60 feet of the cat must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes frightened of the cat for 1 minute. While frightened in this way the creature is paralysed. An affected goblin can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a goblin's saving throw is successful or the effect ends for it, the creature is immune to any cat's Goblin Nightmare for the next 24 hours.
Green-ish. The cat has advantage on Dexterity (Stealth) checks made while in a forest environment.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) psychic damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Description
One day a Batiri goblin, deep in the chultan jungle, had a nightmare. He dreamed he was running from a monster, something that had never been heard of before by any goblin. A big, green, cat. The very next day, something, the thing that had sent him the nightmare responded.
His tribemates found him dead, paralysed with fear, sightlessly staring at something in front of him. There were three deep claw marks across his chest. Maybe this goblin hunting monstrosity is still out there today. Maybe it's hungry...
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