Stealth Hunter. The caragor has expertise in Dexterity (Stealth) checks. This is included in its stat block.
Proud. The caragor has advantage on Wisdom saving throws to resist being charmed, frightened, or otherwise influenced mentally.
Pounce. If the caragor moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone and be grappled.
Maul. Any hit the caragor scores against a creature that is surprised or it is hidden from is a critical hit.
Multiattack. The caragor makes two attacks with its claws and one with its tail.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target the caragor has advantage against. Hit: 34 (8d6 + 6) piercing damage.
Description
Caragors are large feline predators with horns like a Springbok’s and a razor-sharp blade-tail that roam the golden plains of The Ilano Veldt. They walk on four clawed paws and hunt alone or in a (mated) pair usually; packs of no more than 4 individuals sometimes form and are quite formidable when they do. A furry muscular body gives them the strength to chase down and pursue prey and a long, sharp-pointed tail gives them both balance and weapon in their pursuit. But perhaps their most dangerous feature is their tooth-filled maw. Their bite alone is powerful enough to rip limb from man and machine alike.
Previous Versions
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7/6/2022 10:32:45 PM
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6/10/2025 11:57:32 PM
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