Large Beast (Leonin), Unaligned
Armor Class 16 light
Hit Points 55 (4d10 + 4)
Speed 50 ft.
STR
17 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5, CHA +5
Skills Acrobatics +5, Perception +3, Performance +5
Damage Resistances Poison
Damage Immunities Psychic
Senses Darkvision, Passive Perception 13
Languages Aarakocra, Common, Dwarvish, Elvish, Infernal --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Smell. The Guard has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The Guard has advantage on an attack roll against a creature if at least one of the Guard’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the Guard 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 Guard can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the Guard can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Arc Spitter. Ranged Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) thunder damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to the shock to its nervous system. Each time the wielder hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to alleviate the wound with a successful DC 12 Wisdom (Medicine) check. The wound also alleviates if the target receives magical healing.

Reactions

The Cabaretti Guard can use its family charm as a reaction to gain 15 temporary hit points and gain an extra action and doubles its movement speed till the end of its next turn. The charm can be used 3 times per long rest.

Monster Tags: Misc Creature

Habitat: Urban

LordKyle

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