Felidar (Plane Shift: Zendikar)
Plane Shift: Zendikar p. 23
- Size
- Large
- Type
- celestial
- Alignment
- lawful good
- AC
- 12
- Hit Points
- 67 (9d10+18)
- Speed
- walk 50 ft.
- Immunities
- poison
- Condition Immunities
- charmed, paralyzed, poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- Celestial, telepathy 60 ft.
- Challenge
- 5
Traits
Pounce
If the Felidar (Plane Shift: Zendikar) 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 (Plane Shift: Zendikar) can make one bite attack against it as a bonus action.
Magic Resistance
The Felidar (Plane Shift: Zendikar) has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Felidar (Plane Shift: Zendikar)'s weapon attacks are magical.
Innate Spellcasting
The Felidar (Plane Shift: Zendikar)'s innate spellcasting ability is Charisma (spell save DC 14). The Felidar (Plane Shift: Zendikar) can innately cast the following spells, requiring no components:
- At will: detect evil and good, light, thaumaturgy
- 1/day each: calm emotions, daylight, dispel evil and good
Actions
Multiattack
The Felidar (Plane Shift: Zendikar) makes two attacks with its claws.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day)
The Felidar (Plane Shift: Zendikar) 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
recharge
3/DAY
Teleport (1/Day)
The Felidar (Plane Shift: Zendikar) 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 (Plane Shift: Zendikar) is familiar with, up to 1 mile away.
recharge
1/DAY
Legendary Actions
Legendary Actions (3/Turn)
The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.
recharge
3/TURN
Claws
The Felidar (Plane Shift: Zendikar) makes one attack with its claws.
Shimmering Shield (Costs 2 Actions)
The Felidar (Plane Shift: Zendikar) 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 (Plane Shift: Zendikar)'s next turn.
Heal Self (Costs 3 Actions)
The Felidar (Plane Shift: Zendikar) magically regains 11 (2d8 + 2) hit points.
Spells
detect evil and good, light, thaumaturgy, calm emotions, daylight, dispel evil and good