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Grimalkin

Challenge
Terrain
str
14
dex
16
con
12
int
6
wis
14
cha
10

AC 13

HP 22 (4d8 + 4; bloodied 11)

Speed 50 ft., climb 40 ft.


Proficiency +2; Maneuver DC 13

Skills Perception +4, Stealth +5 (+1d4)

Senses darkvision 60 ft., passive Perception 14

Languages


Keen Smell. The grimalkin has advantage on Perception checks that rely on smell.


ACTIONS

Claws (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. If the grimalkin moves at least 20 feet straight towards the target before the attack, the target makes a DC 12 Strength saving throw , falling prone on a failure.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.


BONUS ACTIONS

Opportune Bite (True Form Only). The grimalkin makes a bite attack against a prone creature.

Shapeshift. The grimalkin changes its form to a Tiny cat or into its true form, which resembles a panther. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies.

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.