Spiky Defense. When a creature within 5 feet of the Cactus Cat hits it with a melee attack, the attacker takes 5 (1d10) piercing damage from the cat's spikes.
Camouflage. The Cactus Cat has advantage on Dexterity (Stealth) checks made to hide in desert environments.
Pack Tactics. The Cactus Cat has advantage on an attack roll against a creature if at least one of the Cactus Cat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Cactus Cat makes two attacks: one with its claws and one with its Tail Spike.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Tail Spike. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
Evasive Leap. When targeted by an attack, the Cactus Cat can use its reaction to move up to half its speed without provoking opportunity attacks.
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Description
This cryptid is the size of a lynx, and they have spiky, greenish coats that serve a similar protective function to that of a porcupine or hedgehog which the can shoot from their tail
Lair and Lair Actions
If the Cactus Cat is encountered in its lair (a cactus-dense area), it can take lair actions. On initiative count 20 (losing initiative ties), it can choose one of the following effects:
Spine Rain. The Cactus Cat causes a shower of spikes to fall from nearby cacti. Each creature in a 15-foot radius must make a DC 13 Dexterity saving throw, taking 10 ( ) piercing damage on a failed save, or half as much damage on a successful one.
Sandy Mirage. The Cactus Cat creates illusory duplicates of itself that last until the start of its next turn. Any creature that targets one of the duplicates must make a DC 13 Intelligence saving throw. On a failed save, the creature wastes its attack.
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