Large Aberration, Neutral Evil
Armor Class 15
Hit Points 156 (33d8 + 24)
Speed 40 ft., Climb 20 ft.
STR
12 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +7, CHA +6
Skills Acrobatics +10, Perception +9, Stealth +10
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120ft, Passive Perception 13
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Smell. The Crazy Cat-Lady has advantage on Wisdom (Perception) checks that rely on smell.

Danger Sense. The Crazy Cat-Lady gains an uncanny sense of when things nearby aren't as they should be, giving her an edge when she dodges away from danger. The Crazy Cat-Lady has advantage on Dexterity saving throws against effects that she can see, such as traps and spells, unless blinded, deafened or incapacitated.

Feral Instinct. The Crazy cat-Lady has advantage on initiative rolls and cannot be surprised in combat.

Hackles and Hiss. Each creature within 60ft of the Crazy Cat-Lady that can see or hear her must succeed on a DC15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Hackles and Hiss for the next 24 hours.

Nine Lives (9 uses). If the Crazy Cat-Lady dies, it returns to life within 1d4 days and regains all of its hit points. Each time it revives all attack rolls, damage rolls and save DC's are increased by 1. It also knows the exact location of the creature that killed it. Only a Wish spell can prevent this trait from functioning.

Actions

Multiattack. The Crazy Cat-Lady makes two claw attacks and uses hurl cat.

Claw. Melee Weapon Attack. 5ft reach; +7 to hit, one target. Hit: 1d8+4 slashing damage.

Hurl Cat. The Crazy Cat-Lady hurls a cat at a target within 60ft. The target must make a DC15 Dexterity saving throw, taking 1 point of slashing damage on a failed save. The hurled cat occupies the same space as the target and until it is either killed or removed as an action the target makes all attack rolls with disadvantage. On a successful save the hurled cat deals 1 point of slashing damage and lands in an unoccupied space within 5ft of the target. Any hurled cats roll initiative as a group, taking their turns on the next appropriate round.

Throat Bite (Recharge 5 or 6). Melee Weapon Attack. 5ft reach; +7 to hit, one target. Hit: 1d10+4 necrotic damage. On a successful hit the Crazy Cat-Lady gains temporary hit points equal to the necrotic damage dealt. The target must also succeed on a DC15 Constitution saving throw or become poisoned for 1 minute. A creature can use an action to repeat the saving throw, ending the effect on itself on a success.

Bonus Actions

The Crazy Cat-Lady can take the Dash, Disengage or Hide action as a bonus action.

Legendary Actions

The Crazy Cat-Lady can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The Crazy Cat-Lady regains spent legendary actions at the start of her turn.

Hurl Cat (1 action). The Crazy Cat-Lady hurls another cat.

Claw (2 actions). The Crazy Cat-Lady makes one claw attack.

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2022 9:24:13 AM
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Coming Soon
Krellshadowblade

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