Family: Kalidah

Large beast (ozbeast), neutral evil

Armor Class 12
Hit Points 42 (5d10 + 15)
Speed 40 ft., swim 20 ft.

19 (+4) 15 (+2) 16 (+3) 8 (-1) 13 (+1) 8 (-1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)


  • Keen Smell. The kalidah has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the kalidah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the kalidah can make one bite attack against it as a bonus action.
  • Take to the Chest. If a piercing weapon made of wood is driven into a kalidah’s chest while it is prone, the kalidah is restrained until the stake is removed.


  • Multiattack. The kalidah makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


This hybrid being has the body of a bear and the head of a tiger.

Kalidahs are bear/tiger hybrids who lives in the dark forests of Oz. Their claws are long and sharp enough to tear a lion in two. Kalidahs attack anything they can catch, but coexist with monkeys, who avoid them.

Kalidahs are not particularly capable climbers but can swim. They dislike magic, which bypasses their resistance. They reside in a hidden lair where the Kalidah King rules over them all.

Kalidahs have a mysterious, magical king who oversees their hidden domain. This is a necessity, because kalidahs are no friend to man or beast.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page