Large celestial, lawful good
- Armor Class
- 12
- Hit Points
- 67 (9d10 + 18)
- Speed
- 50 ft.
- Challenge
- 5 (1,800 XP)
- Damage Immunities
- poison
- Condition Immunities
- charmed; paralyzed; poisoned
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Celestial, telepathy 60 ft.
Traits
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 prone. If the target is prone, the felidar can make one bite attack against it as a bonus action.
The felidar has advantage on saving throws against spells and other magical effects.
The felidar's weapon attacks are magical.
Actions
The felidar makes two attacks with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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
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
The felidar makes one attack with its claws.
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.
The felidar magically regains 11 (2d8 + 2) hit points.
Spellcasting
The felidar's innate spellcasting ability is Charisma (spell save DC 14). The felidar can innately cast the following spells, requiring no components: