Felstalker
Special Traits
- Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.
- Pounce. If the creature moves at least 30 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 felstalker can make one bite attack against it as a bonus action.
- Charge. The creature can spend a bonus action to bash past a player towards another player. This action does invoke an opportunity attack, but with disadvantage.
- Multi Attack. The creature can make three attacks on its turn, two with its claws and one with its bite.
Actions
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Dark Fire Breath (Recharge 5-6). The creature exhales black fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A failed DC also causes small dark flames to stick to the target, inflicting them with 4 (1d8) fire damage, until someone takes an action to douse the flames (DC 8 Dexterity).
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 17 (+3) | 5 (-3) | 15 (+2) | 10 (+0) |
Armor Class: 15
Hit Points: 151
Speed: 60 ft. Skills: Intimidation +2, Perception +5
Damage Resistance: Fire; Non-magical slashing, piercing, and bludgeoning
Condition Immunities: Charmed, Frightened
Senses: Smell 120 ft., Passive Perception 15
Languages: Infernal (no speech)
Challenge: 6 (2300 XP)
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