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Monster

Felidar

Large Celestial · Lawful Good

Plane Shift: Zendikar Page 23
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed Walk 50 ft.
CR 5
STR 18 +4
DEX 14 +2
CON 15 +2
INT 11 +0
WIS 17 +3
CHA 16 +3

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 . If the target is , 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. 11 () Slashing damage.

Bite

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 8 () Piercing damage.

Healing Touch (3/Day)

The felidar touches another creature with its horns. The target magically regains 11 () 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 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 () hit points.
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