Huge Beast, Any Alignment
Armor Class 17 natural
Hit Points 170 (20d12 + 40)
Speed 50 ft., Climb 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
30 (+10)
Saving Throws STR +14, CHA +23
Skills Stealth +9
Condition Immunities Charmed
Senses Darkvision 100 feet, Passive Perception 15
Languages understands all languages, but can only purr and meow
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Keen Smell. Binx has advantage on wisdom (perception) checks that rely on smell.

 

Actions

multi attack. can make three attacks one bite and two claws 

bite. melee attack: +9 to hit reach 5ft, one target, (2d8+4) piecing damge 

claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. (1d4 + 4) [piercing] damage.

Pounce. Ranged Attack: If binx moves at least 20 feet straight toward a target and hits it with a claw attack on the same turn, the target must make a Strength saving throw (dc 13) or be knocked prone 

Bonus Actions

make biscuits. melee attack +9to hit, 1 target,  if the creature is prone binx can make biscuits (1d6+4) [piercing] damage   

tail whip. melee attack +9 to hit, reach 5ft, 1 target,  (1d6+4) [bludgeoning] damage  

Reactions

claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. (1d4 + 4) [piercing] damage.

Legendary Actions

Mark Territory.  can turn around and spray his urine in a 10 foot cone. make a dc 13 con save or take 2d6 acid damage and become poisoned if  it's not your first time getting sprayed , take half damage on a successful save. 

can only make this action twice unless in its lair.

shadow step, can teleport to an unoccupied space within 30ft that he can see that is in dim light or darkness 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Binx is no ordinary black cat — he is a towering, mythic guardian whose territory lies deep beneath the world in a sprawling, maze-like basement that has long since passed into legend. Stories say he was once an ordinary housecat blessed (or cursed) by ancient magic, growing in power until he became a colossal shadow among shadows, his purr echoing like distant thunder.

Appearance

Binx resembles a massive panther-sized housecat, but with exaggerated feline features. His fur is an impossibly deep black, swallowing light rather than reflecting it. Only the faint silver shimmer along the edges of his whiskers hints that he is truly solid. His eyes glow a molten, amber gold that widens into full moons when he is hunting. Every movement is impossibly silent — his paws make no sound, even when he steps on stone.

Personality & Behavior

Binx is intelligent, watchful, and extremely territorial. He is not evil — but he is utterly unmoved by pleas or threats from intruders. He judges all who enter his basement by instinct alone.

To those who approach calmly, he might choose to observe rather than attack. To those who run, sneak, or steal, he becomes a silent force of doom.

He has one strange quirk:
Binx cannot resist batting or pouncing on anything that moves quickly or unpredictably. This can be a weakness — or the only way to distract him.

Lair and Lair Actions

The Basement Lair

Binx’s lair is an endless, dusty basement that twists in on itself like a labyrinth. Old furniture, forgotten crates, strange magical relics, and webs of string tied to nowhere occupy the space. In some places, the ceiling sags low; in others, it stretches into an oppressive, shadowy cavern.

Lair Actions

  • Shifting Shadows: Binx can command shadows to reshape the basement corridors, creating new paths or sealing old ones.

  • Creeping Dust: Dust clouds swirl to obscure vision or choke foes. +9 to hit. on hit the creature must make a dc 13 strength save or have the grappled condition. the   

  • Toy Echoes: Strange jingling or the rolling of unseen toys distract and disorient intruders.

Regional Effects — Binx, the Basement Guardian

The territory influenced by Binx becomes warped by his presence. The following effects occur in a 3-mile radius around his lair:


1. Shadows With Minds of Their Own

Shadows lengthen unnaturally around the region and often behave independently of their sources.

  • A character who succeeds on a DC 15 Perception check might notice their own shadow lagging behind, turning its head, or arching like a threatened cat.

  • These shadows are harmless unless Binx wills otherwise, but they instill a sense of being watched.


2. Unsettling Silence

Animals in the region go strangely quiet. Birds stop singing, rodents freeze mid-scurry, and even insects reduce their noise.

  • A faint, low purring vibration occasionally rumbles through the earth.

  • Spells that rely on verbal cues (e.g., animal friendship, speak with animals) have disadvantage on checks to influence beasts.


3. Objects Move on Their Own

Loose objects — pebbles, sticks, bottle caps, scraps of cloth — sometimes roll or slide a few inches as though nudged by an unseen paw.

  • Once per hour, an unattended Tiny object within 60 feet of a creature may suddenly scoot across the floor or get batted into a corner.

  • These movements are harmless but unsettling, and can be used by Binx to mark or follow intruders.

 

4. Feline Footfall Echoes

Even when he is not physically present, faint sounds of enormous paws and the soft thump of something large landing can be heard within the radius.

  • These sounds intensify the closer one gets to the lair.

  • A successful DC 16 Wisdom (Survival) check lets a creature track the echoes to approximate the lair’s direction.


5. Territory Scent-Marking Aura

A faint but unmistakably feline musk permeates the air near the lair boundaries.

  • Creatures with a keen sense of smell (wolves, bears, some monsters) become nervous and avoid the region unless forced.

  • Undead and constructs are unaffected, making them more common near the lair.

 

these effects fade (1d10+3) days after binx leaves the area or is killed

 

Habitat: Grassland

ctrivenbark

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