Pounce. At the start of its first turn of combat, a combacat may jump up to half of its speed to a space within reach of an opponent. This movement does not provoke an opportunity attack. The combacat gains advantage on its first attack following the pounce.
Combacats have advantage on Perception checks involving smelling or hearing.
Multiattack. The combacat attacks once with its claws and once with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) piercing damage.
Claw Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Shadow Step. The combacat creates a 30 foot radius darkness effect for 1 minute and immediately teleports to any unoccupied space within the area of effect. Once used this ability
refreshes after the combacat finishes a long rest.
Description
Four hundred and five years before the Sundering, the mad wizard Nigel Akinrele from
Nobyl concocted horrible experiments on beasts and other non-humanoid creations in response to a series of dreams he received after helping to work on the Ascendancy Pillars. Using alchemical and scientific means long since considered unthinkable in a sane society, Akinrele combined elements of blue dragon wyrmlings, tigers and
creatures from a dimension of darkness normally only accessible by warlocks. Combacats were the result, relentlessly hungry engines of blood and fury. When Nobyl fell, his cages came loose and combacats escaped into the wild, their dark green
fur and light blue stripes becoming a symbol of terror across The Nation.
Ideal: To eat and kill
Bond: Combacats travel loosely in packs or small
groupings but hold no special loyalty to anyone
but themselves.
Flaw: While combacats can be cunning and
terrifying, they are not very smart.
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