Large Fey, Any Chaotic Alignment
Armor Class 16
Hit Points 102 (12d8 + 48)
Speed 30 ft., walk 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +8, WIS +6
Skills Acrobatics +8, Perception +6, Sleight of Hand +8, Stealth +11
Condition Immunities Charmed
Senses Darkvision 75 ft, Passive Perception 16
Languages Common cant speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Mischief Aura.
Creatures within 10 feet of Zuko have disadvantage on ability checks made to focus, search, or perform delicate tasks. (Zuko is extremely distracting.)

Nine Lives.
When Zuko is reduced to 0 hit points, he instead drops to 1 hit point and becomes incorporeal until the end of his next turn. He can do this up to 2 times per day.

Shadow Slip.
As a bonus action, Zuko can teleport up to 30 feet to an unoccupied space he can see, leaving behind a swirl of shed fur.

Innate Spellcasting (Fey).
Spell save DC 14; +6 to hit with spell attacks.
Zuko can innately cast the following spells, requiring no components:

  • At will: mage hand (invisible paw), minor illusion, silent image

  • 3/day each: blur, mirror image, heat metal (he loves hurting adventurers in armor)

  • 1/day: greater invisibility

Actions

Innate Spellcasting (Fey).
Spell save DC 14; +6 to hit with spell attacks.
Zuko can innately cast the following spells, requiring no components:

  • At will: mage hand (invisible paw), minor illusionsilent image

  • 3/day each: blurmirror imageheat metal (he loves hurting adventurers in armor)

  • 1/day: greater invisibility

Claw Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 10 (2d4 + 5) slashing.

Pounce and Pin.

Zuko leaps up to 20 feet without provoking opportunity attacks. On hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone and grappled (escape DC 15). While grappling, Zuko sits on the target’s chest with smug satisfaction.

Object Knock (Recharge 5–6).

Zuko targets a Small or smaller unattended object within 30 feet and knocks it with supernatural force.
The object flies in a line up to 20 feet; any creature in the way must make a DC 15 Dex save or take 21 (6d6) bludgeoning damage and fall prone.
If the object is fragile, it also shatters dramatically.

Bonus Actions

Sudden Cuddle.

Zuko rubs against a creature within 5 feet. The creature must succeed on a DC 14 Wisdom saving throw or be charmed by Zuko for 1 minute.
While charmed, the creature has disadvantage on attack rolls against creatures other than Zuko.

If Zuko is pet during this time, he regains 10 hit points.

Shadow Slip.
As a bonus action, Zuko can teleport up to 30 feet to an unoccupied space he can see, leaving behind a swirl of shed fur.

Reactions

Claw Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 10 (2d4 + 5) slashing.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Zuko appears as a sleek black-and-white tuxedo cat with bright, intelligent eyes and a tail that flicks with unpredictable energy. His steps are silent, his whiskers twitch at the presence of magic, and his purr carries a subtle hypnotic effect. While playful and cuddly when he chooses, Zuko cannot resist knocking things off shelves, stealing shiny objects, or appearing exactly where he doesn’t belong. He thrives on mischief, attention, and dramatic entrances.

Personality Notes 

  • Loves knocking over potions

  • Steals rings, earrings, coins, or magic items just to stash them in random places

  • Has a soft spot for anyone who gives good scritches

  • Absolutely refuses to be ignored

  • Purrs loud enough to shake armor plates

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.

Habitat: Urban

ctrivenbark

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