Feline Lure. Casts a 90ft radius around the caster's target that draws any feline, including tabaxi, to the target. This spell takes 2 concentrated hours to be set in effect, and will only wear off after a form of curse removal is used. If a feline enters the area of effect, they have to roll a Wisdom saving throw and must roll above a 12 to not be affected or break free. You will be drawn to the target and will do anything to reach it.
Polymorph. This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
True Polymorph.
Casting Time: 1 action
Range: 30 feet
Target: One creature or nonmagical object that you see within range
Components: V S M (A drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Up to 1 hour
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Cathol is a 63 old human with gray hair and a bathrobe. Cathol used to live with his large family in a simple cottage with his many cats until he learned magic. Cathol ended up isolating himself with his studies and hid away in a dungeon. Eventually, monsters moved in and he was forced to a small section away from them. Soon he learned how to cast polymorph on them and turned them into cat monsters, disfigured or straight-up humongous. He now controls them and uses them to keep people away. Cathol is extremely weak and can only cast polymorph and a homebrew spell called, "Feline Lure," which causes any feline to feel drawn to his dungeon.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/6/2023 10:54:59 PM
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5
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1
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1
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Coming Soon
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2/17/2024 8:32:02 PM
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10
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1
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1.5
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Coming Soon
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