Grimalkin (5e Creature)
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Large monstrosity, unaligned
Ethereal Jaunt. As a bonus action, the grimalkin can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The grimalkin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The grimalkin ignores movement restrictions caused by webbing.
Avoidance. If the grimalkin is subjected to an effect that allows it to make a 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.
Displacement. The grimalkin projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Teleport (Recharge 4%ndash;6). The grimalkin magically teleports up to 40 feet to an unoccupied space it can see. Before or after teleporting, the grimalkin can make one bite attack.
Medium fey, lawful neutral
Ethereal Sight. The grimalkin can see 60 feet into the Ethereal Plane.
Ethereal Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
This attack can be made against creatures on the Ethereal Plane.
Displacing Teleport (Recharge 4-6). When a creature moves within 10 feet of the grimalkin, it magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. A magical illusion of the grimalkin is left in its original location. The illusion remains until the grimalkin teleports again (creating a new illusion), until the grimalkin is incapacitated, or until a grimalkin teleports into a space occupied by the illusion.
These fey animals have a muscular bodies that are somewhere between a puma and a dog, but have eight legs. Rows of thorns run along their backs. They have long snouts with canine teeth, and four pairs of cat-like eyes arranged in a cluster.
Packs of grimalkin sometimes form alliances with packs of blink dogs, with whom they can communicate.
In battle, packs of grimalkins inspire confusion in their foes by teleporting and leaving illusions of themselves in their wake. This initially makes it appear as though the pack has doubled in number. If the foe adapt to this strategy by ignoring the illusions, the grimalkin will begin to teleport into each other's illusions.