Tiger Of Legend

Nature has a magic all its own. By its mysterious will the world is shaped into a delicate balance that fosters life. When this balance is threatened, nature will call upon mighty defenders; great beasts of tremendous power that far surpasses their normal brethren. These “beasts of legend” are paragons of their kind, gifted with dramatically enhanced strength and size. Any beast, from humble raven to terrifying tyrannosaurus, can become these champions. Each beast of legend is unique, though all are considerably larger than ordinary members of their species. Additionally, certain characteristics of a beast are augmented to aid in protecting the balance. Thicker hides, longer claws, massive muscles, or natural camouflage; all are examples of the kind of augments a beast of legend may possess. Wherever there are wilds there exists the potential for a beast of legend, which the creatures of civilized societies would do well to respect.


Huge Beast, unaligned

Armor Class 13 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft.

20 (+5) 16 (+3) 20 (+5) 3 (-4) 14 (+2) 10 (+0)

Saving Throws Str +9, Dex +7
Skills Acrobatics +7, Stealth +11, Perception +6, Survival +7
Senses darkvision 60 ft., passive Perception 16
Challenge 10 (5,900 XP)


Camouflage. The tiger can take the hide action as a bonus action. Additionally, while the beast stands perfectly still for 1 minute, it becomes invisible until it spends movement or takes actions.

Keen Smell. The tiger has advantage on Wisdom (Perception) ability checks that rely on smell.

Legendary Resistance (3/day). When the tiger fails a saving throw, it can choose to succeed instead.

Magic Resistance. The tiger takes half damage from spells and has advantage on saving throws against spells and magical effects.

Pounce. If the tiger moves at least 20 ft. forward in a straight line toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Surprise Attacks. If the tiger is hidden at the start of its turn, it deals an extra 35 (10d6) damage when it first hits a creature with a weapon attack that turn.


Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage.


The tiger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tiger regains spent legendary actions at the start of its turn.

Brace. The next time the tiger would take damage before the start of its next turn, it instead takes half damage.

Ferocity. The tiger moves up to its speed or jumps a distance up to half its speed. The tiger then makes a single attack.

Keen Sight. The tiger makes a Wisdom (Perception) check. Until the end of their next turn, each creature the tiger detects with this ability check has disadvantage on the next attack roll against the tiger.

Ref: TPKB1 p52