Giant Lynx
Large celestial, chaotic good
Armor Class
17 (natural armor)
Hit Points
123 (13d10 + 52)
Speed
40 ft., climb 30 ft.
STR
16 (+3)
DEX
22 (+6)
CON
19 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened
Senses
darkvision 120 ft., passive Perception 19
Saving Throws
Wis +9, Cha +9
Skills
Animal Handling +9, Insight +9, Perception +9, Stealth +10
Languages
all, telepathy 120 ft.
Challenge
9 (5,000 XP)
Magic Resistance. The giant lynx has advantage on saving throws against spells and other magical effects.
Magic Weapons. The giant lynx’s attacks are considered magical.
Spellcasting. The giant lynx is a 12th level spellcaster. The giant lynx’s spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the following cleric spells:
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Cantrips (at will): guidance, light, mending, resistance, sacred flame, thaumaturgy
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1st level (4 slots): bless, cure wounds, detect evil and good, protection from evil and good
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2nd level (3 slots): aid, hold person, lesser restoration, spiritual weapon
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3rd level (3 slots): beacon of hope, dispel magic, revivify
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4th level (3 slots): banishment, death ward, locate creature
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5th level (2 slots): dispel evil and good, raise dead
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6th level (1 slot): heal
Actions
Multiattack. The giant lynx makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Change Shape. The giant lynx magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the giant lynx’s choice). In a new form, the giant lynx retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics or capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.