Felidar
Large celestial, lawful good
Armor Class
12
Hit Points
67 (9d10 + 18)
Speed
50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities
poison
Condition Immunities
charmed, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
Celestial, telepathy 60 ft.
Challenge
5 (1,800 XP)
Pounce. If the felidar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one bite attack against it as a bonus action.
Innate Spellcasting. The felidar’s innate spellcasting ability is Charisma (spell save DC 14). The felidar can innately cast the following spells, requiring no components:
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At will: detect evil and good, light, thaumaturgy
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1/day each: calm emotions, daylight, dispel evil and good
Magic Resistance. The felidar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The felidar’s weapon attacks are magical.
Actions
Multiattack. The felidar makes two attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The felidar touches another creature with its horns. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The felidar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the felidar is familiar with, up to 1 mile away.
Legendary Actions
The felidar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The felidar regains spent legendary actions at the start of its turn.
Claws. The felidar makes one attack with its claws.
Shimmering Shield (Costs 2 Actions). The felidar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the felidar’s next turn.
Heal Self (Costs 3 Actions). The felidar magically regains 11 (2d8 + 2) hit points.