Felidar (Plane Shift: Zendikar)

Plane Shift: Zendikar p. 23

Tamaño
Grande
Tipo
celestial
Alineamiento
legal bueno
CA
12
Puntos de golpe
67 (9d10+18)
Velocidad
walk 50 ft.
Inmunidades
poison
Inmunidad a estados
charmed, paralyzed, poisoned
Sentidos
darkvision 60 ft.
Percepción pasiva
13
Idiomas
Celestial, telepathy 60 ft.
Desafío
5
FUE
18
+4
DES
14
+2
CON
15
+2
INT
11
+0
SAB
17
+3
CAR
16
+3

Rasgos

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

Acciones

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

Acciones legendarias

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.

Conjuros

detect evil and good, light, thaumaturgy, calm emotions, daylight, dispel evil and good

Otros datos

description