Large monstrosity, unaligned

Armor Class 12
Hit Points 117 (18d10 + 18)
Speed 40 ft.

18 (+4) 14 (+2) 12 (+1) 3 (–4) 10 (+0) 4 (–3)

Saving Throws Dex +4
Skills Athletics +6, Perception +2, Stealth +4
Senses tremorsense 30 ft., passive Perception 12
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • Well-Grounded. The catamount has advantage on ability checks and saving throws made against effects that would force it prone.


  • Multiattack. The catamount makes one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.


  • Control Earth. The catamount molds the ground near it, causing one of the following effects:
    • Stone Wall. The catamount causes a wall of rock to rise from the ground at a point it can see within 30 feet of it. The wall is up to 30 feet long, 5 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side (the catamount’s choice). If a creature would be surrounded on all sides by the wall, it can make a DC 14 Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall lasts 1 minute or until the catamount creates a new wall.
    • Fissure. The catamount causes a rift to form in the ground at a point it can see within 30 feet of it. The rift can be up to 15 feet wide, up to 30 feet long and up to 10 feet deep, and it can be any shape. Each creature standing on a spot where the fissure opens must succeed on a DC 14 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The catamount can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface.
    • Tremors. The catamount causes the earth beneath its feet to shake and shift. Each creature within 30 feet of the catamount must succeed on a DC 14 Strength saving throw or take 3 (1d6) bludgeoning damage and be knocked prone.


  • Multiattack. The catonoctrix makes one Bite attack and two Claw attacks, or it makes three Psychic Bolt attacks. It can replace one attack with a use of Spellcasting.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6) psychic damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
  • Psychic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) psychic damage.
  • Mind Ravage (Recharge 5–6). The catonoctrix unleashes a torrent of psychic energy. Each creature within 20 feet of the catonoctrix must make a DC 16 Intelligence saving throw. On a failure, a creature takes 45 (10d8) psychic damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn’t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Spellcasting (Psionics). The catonoctrix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):


  • Precognitive Dodge. The catonoctrix adds 4 to its AC against one attack that would hit it. To do so, the catonoctrix must see the attacker and be within 30 feet of it.


A large, broad-shouldered cat stalks its prey through a narrow canyon. A wall of stone erupts suddenly from the ground, cutting off the prey’s only escape.

Typically found in areas with rocky terrain, such as mountains, canyons, and badlands, the catamount is a large hunting cat with an innate control over rocks and earth. The catamount uses its ability to shape stone to aid in hunting, causing minor earthquakes or changes in terrain to confuse or redirect its prey. While catamounts prefer to hunt game like deer and goats, a hungry catamount happily feasts on whatever prey is available.

Cavern Carvers. Catamounts use their ability to manipulate the earth to carve out complex cavern systems as dens for rearing young. It is not unusual for kobolds, goblins, or even small giants to claim abandoned catamount dens as their own, for the caverns make defensible homes.

Territorial. The catamount is a solitary creature and can claim an area of up to 20 square miles as its hunting grounds. A catamount tolerates another catamount only long enough to mate, and the product of such a union is typically one to two kits. Once the kits are old enough to hunt on their own, they leave the den to find their own territory.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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