Medium monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 50 ft., climb 20 ft.

14 (+2) 20 (+5) 15 (+2) 7 (-2) 14 (+2) 6 (-2)

Skills Perception +4, Stealth +7
Senses darkvision 60 ft., passive Perception 14
Challenge 4 (1,100 XP)


  • Evasion. If the caterwaul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the caterwaul instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Keen Smell. The caterwaul has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the caterwaul moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the caterwaul can make one Bite attack against it as a bonus action.


  • Multiattack. The caterwaul makes one Bite attack and one Claw attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.


Caterwauls are bipedal felinoids that possess a degree of intelligence. They are not tool users and prefer to hunt with their sharp claws and even sharper-pitched howls. Their fur is midnight blue, much like the panthers they resemble. Most caterwauls prefer to lair in caves or thickets, but some are worshiped by local cultures as manifestations of panther-gods and can be found reclining on silk pillows in jungle-shrouded temples.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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