Monster
Felidar
Outside your table’s allowed sources
Official reference · PSZ · 2014
- Creature type
- Celestial
- Size
- Large
- Armor class
- 12
- Hit points
- 67 (9d10 + 18)
- Speed
- Walk 50 ft.
- Challenge rating
- 5
- Alignment
- Lawful Good
- Strength
- 18
- Dexterity
- 14
- Constitution
- 15
- Intelligence
- 11
- Wisdom
- 17
- Charisma
- 16
- Passive Perception
- 13
- Senses
- darkvision 60 ft.
- Languages
- Celestial, telepathy 60 ft.
- Immunities
- poison
- Condition Immunities
- charmed, paralyzed, poisoned
Traits
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.
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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
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.
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:
At will: detect evil and good, light, thaumaturgy
1/day each: calm emotions, daylight, dispel evil and good