Large celestial, Lawful Neutral
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 93 (11d10 + 33) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 17 (+3) | 10 (+0) | 17 (+3) | 14 (+2) |
| Saving Throws | Cha +5, Dex +6, Wis +6 |
|---|---|
| Skills | Insight +6, Perception +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | truesight 120 ft., passive Perception 16 |
| Languages | understands Celestial and Common but can't speak |
| Challenge | 5 |
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.
The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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 DC 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.
The felidar makes two attacks: one with its bite and one with its claws.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Large celestial, Lawful Good
| Armor Class | 12 |
|---|---|
| Hit Points | 67 (9d10 + 18) |
| Speed | 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; paralyzed; poisoned |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Celestial, telepathy 60 ft. |
| Challenge | 5 |
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.
The felidar makes two attacks with its claws.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Attack Roll: +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.
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.
The felidar's innate spellcasting ability is Charisma (spell save DC 14). The felidar can innately cast the following spells, requiring no components:
At will: detect evil and good, light, thaumaturgy
1 each/day: calm emotions, daylight, dispel evil and good