Foo Lion (5e Creature)
Foo Lion
Large celestial, chaotic good Armor Class 13 (natural armor)
Skills Insight +4, Perception +3, Stealth +6 Keen Smell. The foo lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The foo lion has advantage on an attack roll against a creature if at least one of the foo lion's allies is within 5 feet of thje creature and the ally isn't incapacitatd. Pounce. If the foo lion moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the foo lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the foo lion can long jump up to 25 feet. Magic Resistance. The foo lion has advantage on saving throws against spells and other magical effects. Magic Weapons. The foo animal's weapon attacks are magical. Divine Fang. The foo animal's weapon attacks deal an extra 1d8 radiant damage against fiends. Innate Spellcasting. The foo animal's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. Celestial Summoning (1/Day). The foo lion can begin roaring to summon another foo animal. At the beginning of the foo animal's next turn there is a 40 percent chance that foo animal of CR 2 or less will be summoned. The summoned foo animal appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other foo animals. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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