Sunday, August 9, 2015

The Caterwaul

This is the first official D&D creature that I have converted to 5e. I've always liked the caterwaul for some reason, despite not ever having used it in game.

I believe this is the official 2nd edition AD&D picture of the caterwaul.

Caterwaul
Medium monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 65 (10d8+20)
Speed 50 ft., climb 40 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
14 (+2)             16 (+3)             15 (+2)             6 (-2)               13 (+1)             8 (-1)
Skills Perception +5, Stealth +7
Senses darkvision 60 ft., passive Perception 15
Languages -
Challenge 3

Evasion. The caterwaul can nimbly dodge out of the way of certain area effects. If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Haste. The caterwaul is able summon up incredible speed in combat. For one minute, it gains +2 to AC, has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can only be used to take the Attack (one claw or bite attack only), Dash, Disengage, Hide or Use an Object action. After the minute ends, a wave of lethargy comes over the caterwaul, making it unable to move or take actions until after its next turn. The caterwaul must complete a long rest before it can use this ability again.

Screech. Once per minute, the caterwaul can emit a piercing screech as an action. All creatures within 60 ft. of it must make a DC 12 Constitution save. On a failed save, the screech deals 2d8 thunder damage. On a successful save, the creature takes half damage.

Sprint. Once per minute, the caterwaul can drop to all fours and move 4x its current speed for 1 round.

Actions

Multiattack. The caterwaul makes two attacks: one with its claws, one with its bite.

Bite. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit: 7 (1d8+2) piercing damage.

Claws. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit: 6 (1d6+2) slashing damage.

Caterwauls are solitary, semi-bipedal feline predators with short midnight-blue fur, gleaming yellow eyes and a long tail. They are capable of walking on their hind feet, but are equally comfortable walking on all fours. Some who have encountered them and lived to tell the tale say that their facial features are somewhat reminiscent of elves.
They are typically found in temperate forests and mountains, and make lairs in caves littered with twigs, sticks and leaves. The walls are usually covered with scratch marks where the feline has honed its claws.
Like many cats, caterwauls hate water. They will only enter a body of water if it absolutely must.

Natural Born Killers
Caterwauls are vicious predators. They use their stealth to stalk prey, and then use their speed when they attack. They typically open with their screech, then continue the attack with their bite & claws. They have no fear of attacking humanoid prey, but are intelligent enough to know when they are outclassed.
When it catches prey, it will gorge itself so that it won’t need to hunt again for as long as possible. Its diet is exclusively meat, and it will only eat something that is freshly killed.
Caterwauls are also very territorial, willing to challenge intruders anytime, anywhere. It will only back down from an obviously more dangerous foe.

Shiny Baubles

Caterwauls don’t particularly value money or other treasure, so anything they have in their lair is usually incidental. They do, however, like shiny objects, particularly gems.  A gem will always attract their attention, regardless of its monetary value.

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