Tiny Beast, Typically Lawful Neutral
Armor Class 18 Magical
Hit Points 350 (18d12 + 150)
Speed 40 ft., climb 30 ft.
STR
3 (-4)
DEX
27 (+8)
CON
18 (+4)
INT
23 (+6)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +14, INT +12
Skills Perception +3, Stealth +15
Damage Resistances Damage from Spells
Condition Immunities Petrified, Prone
Senses Truesight 120 ft, Passive Perception 23
Languages Celestial, Common, Godstongue --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Actions. If Whisker fails a saving throw, they can choose to succeed instead 

Gracful Nimbleness. Whisker has advantage on all Dexterity saving throws and Dexterity skill checks. 

Copy Cat. Once whisker sees a spell or magic item effect used, they can choose to roll a DC 20 Intelligence check and permanently and perfectly copy the effect exactly how they saw it. For example, if Whisker saw a 5th level Fireball spell be casted doing 33 damage, whisker can then use the same spell with the same spell slot, with the same damage, he does not have to roll damage. Spell Save DC works the same way, Whisker uses the Spell Save DC of the original caster and not his own. 

Actions

Multiattack. Whisker makes two Manticore Claw attacks and one Cath Palugs Maw attack.

Manticore Claws. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 2d10+8 slashing damage. Inflicts poison.

Cath Palugs Maw. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.Hit: 2d12+8 piercing damage.

Sphinx‘s Invitation. Whisker emanates with a blue aura in a 60ft radius, while there eyes glow with an intense golden glow. Each creature in the area makes a DC 20 constitution saving throw or be knocked prone and fall into a sleep where they awaken seconds later in the cats domain. Gaining access to both there legendary actions and retain actions 

Reactions

One reaction can be used only once every turn cycle 

Raijūs Retaliation. Whisker let’s out an electrical pulse towards an attacking enemy. The attacking creature makes a DC 15 constitution saving throw or have there attack interrupted and be stunned until the start of Whiskers next turn

Legendary Actions

Whisker can use 3 legendary actions from the options below. Only one legendary action can be used once and only at the end of another creatures turn. Whisker regains spent legendary action's after the start of its turn. 

Dawon’s Protection. Whisker summons fiery spectral swords to surround them. Increases AC by 6 for one turn.
Black cats illusions. Whisker starts to glows with a black aura that envelopes his body, he then suddenly Burt’s into hundreds of black cats scattering everywhere, while he hides among them, a DC 18 perception check reveals where he is, otherwise he hides for two turns and attacks in a creatures blind spot. 
Graceful leap. Whisker leaps away onto a new platform within 50 feet of him. This does provoke opportunity attacks. 

Lair and Lair Actions

Whiskers lair 

Once whisker forces its targets into a sleep they appear in his lair, and endless grey void with cube platform scattered through the space. Each cube has different terrain and environment, but none of which actually simulate the effects of said environments, only the looks. For example, a desert cube won’t have extreme heat, nor will a snowy cube have extreme cold, or be slippery, wet, etc. it’s as if the environments are an illusion. 

Lair Actions

On initiative count 20 (losing to ties), whiskers lair can take one of the following lair actions; whisker can’t take the same lair action two times in one row. 

Shift. The cubes floating in space will separate at a speed of 10, lasting three turns. 
Spin. Whisker chooses a cube to spin rapidly clockwise, any creature on said cube makes a DC 16 con saving throw, on a failed roll the creature becomes dizzy and gets disadvantage on attack rolls, perception checks, and on all dexterity saving throws, or checks. 
Cube Burst. Whisker chooses a cube to explains, any creatures on it makes a DC 17 dexterity saving throw or be pushed to the nearest cube and take 4d12 damage, a successful check only takes half damage and lands on a new cube

Monster Tags: Misc Creature

Habitat: Urban

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