Darkvision/Night-vision. The cat can see dime light up to 120 ft. Also, can see in the dark of less than 50 ft.
Yowling. Catastrophic can cause physical, mental, debilitating pain when they use the Yowling, they ONLY use Yowling if someone teleports into their territory temporarily knocking them out for a round and causes physical damage of 1/2 HP for the next 20 rounds. (No saving throws will work as if you reach 0 HP you will get knocked out due to physical pain till your team can kill all the animals or you sleep for 168 hours at a range of 5 miles radius away from where the Yowling occurred (if your group goes and kills all the catastrophic you will only need to sleep for 84 hours regardless of distance (Once you wake up you get Quarter of your total HP you started with at your current level and you get a debuff to your skill saving CON of 3 for 168 hours)). The Yowling is immune to healing spells from any caster including the user that is received the Yowling.)
Surprised. Catastrophic are never surprised as they can see in the dark with Night-Vision within 50 ft. And anyone who uses teleportation into their area will get Yowling.) See yowling.)
Surprise. This animal has the ability to surprise the party regardless of the passive perception the party has (Regardless of anyone who get a Nat 20)
Cat scratch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (2d10 + 5) [Slashing] damage.
Biting. Biting Weapon Attack: +4 to hit reach 0ft.
Consuming. At the beginning of their turn after their surprise attack they roll 4D100 and if they get 400 then the consume everyone in the party and that is it.
They have no Bonus action at this time.
Double Strike. Every time a cat is attacked another one attacks a different party member at random with advantage by 30% of its attack HP.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Clowder don't normally venture out during the day and are typically seen everywhere humans and other creatures are in towns, cities, and sometimes even be seen in ruins where their former masters where at one point. The Clowder group goes from legendary to common. see Subgroups of Catastrophic.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [Catastrophic] takes a lair action to cause one of the following effects; the [Catastrophic] can’t use the same effect two rounds in a row:
- The Catastrophic dig for a depth of 5 ft and a radius of 5 ft per cat that is in that Crowder for living space.
- .
Regional Effects
The region containing a legendary [Catastrophic]'s lair is [taken over by a Crowder of cats of more than 5,000 cats and has an Alpha and a Beta cat.], which creates one or more of the following effects:
- Decay of the land and surrounding areas as they dig every two rounds
- .
If the [] dies, these effects fade over the course of #d# days.
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