Armor Class
12
Felidar
Large Celestial · Lawful Good
Hit Points
67 (9d10 + 18)
Speed
Walk 50 ft.
CR
5
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.