12
67 (9d10+18)
walk 50 ft.
poison
charmed, paralyzed, poisoned
darkvision 60 ft.
Celestial, telepathy 60 ft.
5
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.
The Felidar–Plane Shift: Zendikar has advantage on saving throws against spells and other magical effects.
The Felidar–Plane Shift: Zendikar's weapon attacks are magical.
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
The Felidar–Plane Shift: Zendikar makes two attacks with its claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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
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.
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.
The Felidar–Plane Shift: Zendikar makes one attack with its claws.
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.
The Felidar–Plane Shift: Zendikar magically regains 11 (2d8 + 2) hit points.