Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 19
Dexterity: 16
Constitution: 17
Intelligence: 10
Wisdon: 17
Charisma: 14
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Wisdom: +6
Constitution: +5
Skills
insight: +6
perception: +6
Offense
Bite
Circumstance: Melee
7 to hit, reach 5 ft., one target. (3d8 + 4) piercing damage.
Offense
Claws
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Offense
Bite
Circumstance: Melee
7 to hit, reach 5 ft., one target. (1d8 + 4) piercing damage.
Offense
Claws
Circumstance: Melee
7 to hit, reach 5 ft., one target. (3d6 + 4) slashing damage.
Action
Multiattack
The felidar makes two attacks: one with its bite and one with its claws.
Action
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
Action
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
Claws
The felidar makes one attack with its claws.
Legendary Action
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.
Legendary Action
Heal Self (Costs 3 Actions)
The felidar magically regains 11 (2d8 + 2) hit points.
Innate Spellcasting
Frequency:
At Will
Attribute: cha
The felidar's innate spellcasting ability is Charisma (spell save 14). The felidar can innately cast the following spells, requiring no components:
detect evil and good
light
thaumaturgy
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The felidar's innate spellcasting ability is Charisma (spell save 14). The felidar can innately cast the following spells, requiring no components:
calm emotions
daylight
dispel evil and good
Trait
Bonding
The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.
Trait
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 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.
Trait
Keen Hearing and Sight
The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Trait
Magic Resistance
The felidar has advantage on saving throws against spells and other magical effects.
Trait
Magic Weapons
The felidar's weapon attacks are magical.
Trait
Pounce
If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action.
Trait
Passive Perception
16
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
paralyzed
poisoned
Senses
truesight 120 ft.
Languages
understands Celestial and Common but can't speak
A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders.
Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody.
Standing fully ten feet high at the shoulder, the great cats called felidars are noble, fierce beasts charged with white mana. Felidars consent to be ridden only by knights they consider virtuous. The crystalline horns rising from a hard plate on their foreheads glow with white or golden light when they spring into battle, sometimes brightly enough to blind their foes.
In game terms, a felidar is similar to a unicorn|MM, with changes that reflect its feline nature.
5e Tools
Actions/Abilities/Traits: D&D 5e