Keen Smell. The skycat has advantage on Wisdom (Perception) checks that rely on smell.
Lord of the sky. The skycat gets +2 to its strength (to a maxium of 30), rolls an additional 1d6 when rolling for damage, its hit point maximum and current hit points increase by 10, and +1 to its AC (to a maximum of 25) for each ally within 300 ft. that has a flying speed. Whenever one of the skycats flying allies dies or flees combat, the skycat loses the benefits that were gained from the proximity of that ally.
Pack Tactics. The skycat has advantage on an attack roll against a creature if at least one of the skycat's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Dive. If the skycat moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 11 (increases with strength mod) Strength saving throw or be grappled. If the target is grappled, the skycat can use dash as a bonus action to fly off the ground (while still grappling the creature).
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Kindred Summons (Recharge 5–6). The skycat lets out a bellow that calls a cat bird to combat.
Description
Designers note. The Lord of the sky ability can be cumbersome to keep track of if there are multiple flying creatures in combat. If running an aerial combat it's recommended to use no more than two skycat sovereigns and to note down the buffs ahead of time based on how many allies the skycat has.
Lastly, a skycat with two allies is CR 3, three allies, CR 5, four allies, CR 8 & 4 allies, CR 9.
Previous Versions
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7/7/2020 8:24:08 PM
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Coming Soon
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