Medium Or Small Undead, Chaotic Neutral
Armor Class 14 Natural
Hit Points 24 (3d8 + 11)
Speed 40 ft., climb 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
9 (-1)
CHA
10 (+0)
Saving Throws DEX +6
Skills Stealth +6
Senses Darkvision, Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Undead Fortitude:  If damage reduces the zombie cat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit.  On a success, the zombie cat drops to 1 hit point instead.

Finesse:  Zombie cat uses Dexterity for melee attacks instead of Strength.

Actions

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target.  Hit:  7(1d6 +4) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Jump. The zombie cat jumps from target to target if both are within 10' of each other.  It must succeed on a DC 10 Dexterity save or fall harmlessly to the ground next to the target it was jumping to.  On a success, the target is grappled (escape DC=12).  The zombie cat can then bite the target as a bonus action.  At the end of each of its turns, the target can repeat the saving throw ending the grappled condition on success.

Screech.  Each non-undead creature within 30 ft. of the zombie cat that can hear it, must succeed on a DC=13 Constitution saving throw or be frightened for 1 minute.  A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the target can hear the cat, ending the effect on itself on a success.  If the frightened condition ends, the target is immune from THIS cat's screech for 1 hour.

Reactions

Mid-air acrobatics.  If the zombie cat is thrown, kicked, or aggressively sent through the air, it can grab a target, provided that target is within 5' of the zombie cat's flight path.  It can then grapple the target as per the Jump action.

Description

The zombie cat was the family house cat at some time in the past.  It was killed by a group of young boys by swinging it around in the air according to some old legend that it was supposed to grant good luck.  The cord that was wrapped around its neck broke and the cat went flying and screeching.  The boys didn't acquire any extra good luck.  In fact, they were haunted throughout their adolescent years by every cat they came across.  The cat was still alive when the cord broke but it didn't survive the rock it hit upon landing, nor the drowning in the creek it fell into after hitting the rock.  Since its undeath, it has grown larger and meaner.  It is comparable to a bobcat.  It now resides in a haunted mansion and attacks any live creatures as if they were the young boys that killed it.

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.

berenerchamion9

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