Large Beast, Neutral
Armor Class 16 Natural armor
Hit Points 128 (20d12)
Speed 40 ft., Walk 50 ft.
STR
17 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws STR +6
Damage Vulnerabilities Fire, Radiant
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Perfectly camouflaged. While in an area with no light cannot be seen with darkvision

Keen senses. Has advantage on perception checks that require the use of scent

 

Actions

Multi-attacker. This creature makes two attacks each turn

Powerful claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (3d4 + 4) slashing damage. 

Venomous tail. Melee Weapon Attack: +6 to hit, reach 10ft., 1 target. Hit: 7 (2d8+ 3) poison damage. Target must also make a CON save dc (16), on a failed save take 3d8 necrotic damage or half as much on a successful one

Reactions

Born from magic. When a creature casts a spell within 15ft of this creature. This creature regains 4d4 hp

Description

A cat like creature created from strong areas of dark magic. These beasts like to roam forgotten ritual sights and lost forests at night, searching for another meal. They share characteristics with a tiger, except for their black tar like fur and red glowing eyes. Be sure to stay far away from their tail as it has the head of a serpent.

Admiralzeal

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