Felidar–Plane Shift: Zendikar

Large celestial, Lawful Good

Armor Class

12

Hit Points

67 (9d10+18)

Speed

walk 50 ft.

Damage Immunities

poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60 ft.

Languages

Celestial, telepathy 60 ft.

Challenge

5

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

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.

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.

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.