Large Monstrosity, Unaligned
Armor Class 13
Hit Points 38 (4d10 + 12)
Speed 40 ft., Climb 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
16 (+3)
INT
4 (-3)
WIS
14 (+2)
CHA
8 (-1)
Skills Perception +4, Stealth +7
Senses Darkvision 60 ft., Passive Perception 14
Languages Telepathy Limited
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Nondetection. The cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.

Pounce. If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.

Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.

Fey Ancestry. The creature has advantage on saving throws against being charmed, and magic can't put the creature to sleep.

Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these substances, its AC is 10.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.

Teleport (1/Day). The creature magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the creature is familiar with, up to 1 mile away.

Description

The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except the deep forest, preferring to patrol ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare.

Crag cats blend in with their surroundings. During winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily.

The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically encountered singly, they can be found in family groups of two parents and 1d4 Small noncombatant cubs in the spring, or in hungry packs in severe winter weather.

Astair7

Comments

Posts Quoted:
Reply
Clear All Quotes