b'Felid Dragon \n'b'  Family:   Dragon - Felid  \n'b'  Huge   dragon ,  neutral  \n'b'  Armor Class  18  Hit Points  275 (22d12 + 132)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX:  26 (+8)  CON:  23 (+6)  INT:  16 (+3)  WIS:  17 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +10,  Con  +12,  Wis  +9,  Cha  +10  Skills   Acrobatics  +14,  Perception  +9,  Stealth  +16  Damage Immunities  poison  Condition Immunities   poisoned ,  prone   Senses   blindsight  60 ft.,  darkvision  120 ft., passive  Perception  13  Languages  Common, Draconic  Challenge  19 (22,000 XP) \n'b' Special Traits \n'b'   Flyby . The felid dragon doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Keen Smell . The felid dragon has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Magic Resistance . The felid dragon has advantage on saving throws against spells and other magical effects. \n'b'  Pounce . If the felid dragon moves at least 20 feet straight toward a creature and then hits it with a claw  attack  on the same turn, that target must succeed on a DC 20  Strength  saving throw or be knocked  prone . If the target is  prone , the felid dragon can make one bite  attack  against it as a bonus action. \n'b'  Actions \n'b'   Multiattack . The felid dragon can use its Deafening Roar. It then makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 19 (2d10 + 8) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 15 (2d6 + 8) slashing damage, and, if the target is a creature other than an undead or a construct, it must succeed on a DC 20  Constitution  saving throw or take 2 (1d4) slashing damage at the start of each of its turns as a piece of the claw breaks off in the wound. Each time the dragon hits the target with this  attack , the damage dealt by the wound each round increases by 3 (1d6). Any creature can take an action to remove the claw with a successful DC 16  Wisdom  ( Medicine ) check. The claw pops out of the wound if the target receives magical  healing . \n'b'  Deafening Roar . Each creature within 60 feet of the dragon and that can hear it must succeed on a DC 18  Constitution  saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Deafening Roar for the next 24 hours. \n'b'  Sickening Bile (Recharge 5-6) . The dragon coughs up partially digested food and slimy bile in a 90-foot cone. Each creature in that area must make a DC 20  Constitution  saving throw. On a failure, a creature takes 70 (20d6) poison damage and is coated in bile. On a success, a creature takes half the damage and isn\xe2\x80\x99t coated in bile. While coated in bile, a creature is  poisoned . A creature, including the target coated in bile, can use its action to remove the bile, ending the  poisoned  condition. \n'b'  About \n'b' The tiger rises from its slumber, stretching its draconic wings. Light glints off its backswept horns as it roars its deafening challenge at intruders. \n'b'  Treasure Hoard . Similar to other dragons, felid dragons are treasure hoarders with an eye for shiny and sparkly things. They sometimes align themselves with those who are trying to do good in the world, though their motivation is typically selfish and focused on obtaining treasure. \n'b'  Curious and Playful . Like most cats, felid dragons are naturally curious and often put themselves in danger just to learn more about the world. They like to play with their prey, allowing it to live a little longer than necessary before knocking it down again for their own entertainment. This behavior is unavoidably instinctual and even the most austere felid dragons succumb to it.'