Size:
± Medium
Type:
± Monstrosity
Form:
± facultative mammal
Temper:
# App:
± 1
Lair:
Diet:
± carnivore
Combat Dice:
± 0
Hit Points:
± 39 (6d8 + 12)
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 180' or 240'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Action
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Action
Multiattack
The caterwaul makes one Bite attack and one Claw attack.
Special
Evasion
If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the caterwaul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Special
Keen Smell
The caterwaul has advantage on Wisdom (Perception) checks that rely on smell.
Special
Pounce
If the caterwaul moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the caterwaul can make one Bite attack against it as a bonus action.
Caterwauls are bipedal felinoids that possess a degree of intelligence. They are not tool users and prefer to hunt with their sharp claws and even sharper-pitched howls. Their fur is midnight blue, much like the panthers they resemble. Most caterwauls prefer to lair in caves or thickets, but some are worshiped by local cultures as manifestations of panther-gods and can be found reclining on silk pillows in jungle-shrouded temples.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
underdark
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/1d6
Offense
Special Attacks
Circumstance: Combat
Screech
Defense
Special Defenses
Circumstance: Combat
See below
Special
Screech
When they pounce on their victims they make their distinctive screech, doing 1d8 damage to all within hearing range (60-ft).
Special
Climb
Using their claws they can scale vertical walls with only a 5% chance of slipping.
Special
Move Silently
Being feline, they retract their claws to move silently (75%).
Special
Hide in Shadows
Because of their soft coat, they are able to hide in shadows 75% of the time.
Special
Keen Senses
They possess keen senses and can only be surprised 10% of the time.
Special
Variable Dexterity
Unusually high dexterity that varies from individual to individual. AC bonus applies to the creature's armour class and its dodging saving throws. Attacks per round works much the same way as for fighters, referring to a full attack routine (claw, claw, bite) rather than individual attacks.
Feline predator resembling black panthers walking upright that stalks darkened caves
A caterwaul is a feline predator that stalks darkened caves waiting for prey to walk past. These unusual creatures resemble black panthers walking upright. On their hind legs they move at 180-ft. They can drop on all fours and sprint very fast (240-ft) but only for short distances. Using their claws they can scale vertical walls with only a 5% chance of slipping. Being feline, they retract their claws to move silently (75%). Because of their soft coat, they are able to hide in shadows 75% of the time. They also possess keen senses and can only be surprised 10% of the time.
When they pounce on their victims they make their distinctive screech, doing 1d8 damage to all within hearing range (60-ft). They attack with their usual claw, claw, bite. What makes these creatures unique is their unusually high dexterity. This will vary from individual to individual. Roll d% and check the chart below.
D% AC Bonus Attacks/round
01-30 0 1/1
31-60 -1 3/2
61-90 -2 3/2
91-93 -3 2/1
94-97 -4 2/1
98 -5 2/1
99 -6 5/2
00 -7 5/2
The AC bonus applies to the creature's armour class and its dodging saving throws.
The attacks per round works much the
OSRIC
Actions/Abilities/Traits: OSRIC
Caterwauls are bipedal felinoids that possess a degree of intelligence. They are not tool users and prefer to hunt with their sharp claws and even sharper-pitched howls. Their fur is midnight blue, much like the panthers they resemble. Most caterwauls prefer to lair in caves or thickets, but some are worshiped by local cultures as manifestations of panther-gods and can be found reclining on silk pillows in jungle-shrouded temples.
5e SRD
Feline predator resembling black panthers walking upright that stalks darkened caves
A caterwaul is a feline predator that stalks darkened caves waiting for prey to walk past. These unusual creatures resemble black panthers walking upright. On their hind legs they move at 180-ft. They can drop on all fours and sprint very fast (240-ft) but only for short distances. Using their claws they can scale vertical walls with only a 5% chance of slipping. Being feline, they retract their claws to move silently (75%). Because of their soft coat, they are able to hide in shadows 75% of the time. They also possess keen senses and can only be surprised 10% of the time.
When they pounce on their victims they make their distinctive screech, doing 1d8 damage to all within hearing range (60-ft). They attack with their usual claw, claw, bite. What makes these creatures unique is their unusually high dexterity. This will vary from individual to individual. Roll d% and check the chart below.
D% AC Bonus Attacks/round
01-30 0 1/1
31-60 -1 3/2
61-90 -2 3/2
91-93 -3 2/1
94-97 -4 2/1
98 -5 2/1
99 -6 5/2
00 -7 5/2
The AC bonus applies to the creature's armour class and its dodging saving throws.
The attacks per round works much the
OSRIC