Large unknown
Armor Class 12 natural armer
Hit Points 84 (8d10 + 40)
Speed 50 ft., Climb 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
19 (+4)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws DEX +5, INT +7, CHA +8
Skills Perception +4, Stealth +7
Damage Resistances Cold, Necrotic, Slashing
Senses Darkvision 60, Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The grinning cat has advantage on saving throws against spells and other magical effects.

Stench. Any creature other than a Blood Garden Cat and that starts its turn within 10 feet of the Blood Garden Cat must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of any Blood Garden Cat for 1 hour.

Pounce. If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.

Nondetection. The cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors.

Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.

Combat Ready. The decaton has advantage on initiative rolls

Actions

Multiattack. The  makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4)  slashing damage. If the target has the prone condition, the cat can make a Bite attack against it as a bonus action.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the Blood Garden cat"s next turn.

Flower Petals. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage

mending

 

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

Its covering might not consist of traditional hair, but instead feature a luxurious, midnight-black rose petals. Thorny tendrils could coil around its limbs or snake along its backbone as if forming organic protective plating, with amber eyes. Envision blossoms unfurling directly from it tail, accompanied by an eerie cascade of petal-like particles drifting through the air.

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.

MaxCreation

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