Skip to main content

Inspired by the Thylacine

On warm nights, shepherds can sometimes hear a long, low, wailing cry echoing through the hills. On these nights, they move closer to their campfires and whisper stories to each other about a tiger no fence can hold back and no sword can pierce. The ghost tiger rends the throats of sheep with its powerful jaws and disappears as swiftly as it comes, they say, leaving no trace behind it. Though they swear they would kill a ghost tiger on sight (and they could if they had the chance, honest), every one of these shepherds looks over their shoulder in wistful wonder as the echoes of that cry fade into darkness, hoping to catch a glimpse of the ghost tiger watching them from the shadows.
Beguiling Shadows. Ghost tigers roam the edges of fairy lands in the dense forests where they cross with the world of mortals. Because of their diminutive size, they have learned the trickery and guile of fairies to charm or frighten competing predators. Whole groups of people in the thrall of a ghost tiger have abandoned their property in screaming hysterics at the sound of the creature’s howl. Others have followed it through the forest for days, forsaking their lives and livelihood on the bare chance of seeing the creature again.

Ghost Tiger

Small fey, any chaotic alignment
Armor Class 14 (natural armor)
Hit Points 34 (6d6 + 6)
Speed 40 ft.

STR: 17 (+3), DEX: 15 (+2), CON: 12 (+1)
INT: 10 (+0), WIS: 13 (+1), CHA: 11 (+0)

Skills Perception +4, Stealth +5
Senses passive Perception 14
Languages understands Sylvan but can’t speak it
Challenge 1 (200 XP)

Incorporeal Movement. The ghost tiger can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Keen Smell. The ghost tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The ghost tiger has advantage on an attack roll against a creature if at least one of the ghost tiger’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Baleful Howl. (Recharge 6) The ghost tiger emits a bloodcurdling howl. Each creature within 60 feet that can hear the howl must succeed on a DC 14 Charisma saving throw or be frightened of the ghost tiger until the next dawn. The creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ghost tiger’s baleful howl for the next 24 hours.

Leave a Reply