Lusi'ir (5e Creature)
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Large monstrosity, any alignment
Saving Throws Str +9, Con +6
Brave. The lusi'ir has advantage on saving throws against being frightened.
Capable Mount. To ride a wild or hostile lusi'ir, one must pass a DC 20 Animal Handling skill check. Upon failure, the lusi'ir may become hostile or attack if it already was. Non-hostile, domestic (trained) lusi'ir can be ridden without such a check.
Divine Beasts. Lusi'ir were originally only kept and ridden by celestial beings, but over time, they began populating the Material Plane. Because of this, a lusi'ir will always be aligned to a deity or greater power, be it a celestial, dragon, demon, or something else of that sort. They share the same alignment as that deity, person, or creature. It is very rare to find a lusi'ir not aligned to someone.
Elemental Immunity. Choose one damage type (fire, cold, poison, psychic, etc). The lusi'ir is now immune to this type of damage.
Elemental Weakness. The lusi'ir now becomes vulnerable to the inverse type of damage to its Elemental Immunity (ex: cold would be weak to fire). If the inverse type of damage is unclear, the type of damage the lusi'ir is vulnerable to is up to the DM's discretion.
Pounce. If the lusi'ir 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 knocked prone. If the target is prone, the lusi'ir can make one bite attack against it as a bonus action.
Righteous. Though lusi'ir make great mounts, wild varieties will only work with riders of the same alignment as them. Domestic lusi'ir are more tolerant, and will allow a rider of a different alignment if they can pass a DC 12 Animal Handling skill check.
Multiattack. The lusi'ir makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Swipe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a Medium or smaller creature, it must then make a DC 12 Constitution saving throw or be incapacitated for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Elemental Breath (Recharge 5-6). This attack will do the same type of damage as the lusi'ir's Elemental Immunity. The lusi'ir exhales a blast of harmful breath in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 20 (5d8) damage on a failed save, or half as much damage on a successful one.
Once a steed of the divines, the lusi'ir is a hardy and proud working animal resembling various species of cats. They excel in any type of work, including pulling, carrying, travelling, hunting, guarding, tracking, and even racing. The gait of a lusi’ir is much different than that of a horse - their agility and maneuverability allows them to be a much smoother, faster ride than most other mounts. They are very adept at climbing trees and crossing branches without faltering, even with someone saddled on their back.
A 'wild lusi'ir' is defined as a lusi'ir who does not come from domestic lines & originates from the wild, despite whether or not it is trained and/or being kept by someone. A 'domestic lusi'ir' is defined as a lusi'ir that has been selectively bred to work and live with other intelligent races, despite whether or not it is trained and/or being kept by someone. Wild lusi'ir are much more difficult to train and tame than their domestic counterparts, as they tend to be stubborn and easily angered. Only a highly experienced ranger or druid should ever try to capture a wild lusi'ir.
Their anatomy is similar to a feline's, except that they have taller legs and longer bodies. Depending on what they were bred for, some domestic varieties can weigh as much as 2,000 pounds and stand as high as 7 feet at the withers. Wild lusi'ir tend to weigh between 400-800 pounds and stand around 4-5 feet at the withers. Their jaws can open up to 120° while eating, hunting, or fighting. A strong swipe to the jugular or chest from one of their paws is enough to knock out most creatures. They have a great variety of fur lengths and markings, usually those normally seen on felines (spots, stripes, barring, rosettes, marbling, color points, etc). They do not display sexual dimorphism.
Lusi’ir are a truly unique species in which they have the ability to choose their coat pattern and color - a lusi’ir kit will be born with a coat gained from its parent’s genetics, but as it grows older and starts becoming mature, the coat may begin to drastically change in looks. This is because the lusi’ir’s fur changes colors/patterns during adolescence with what it believes will camouflage it best within its environment. Such an ability makes a huge difference for the survival of the species in case of a sudden climate or environmental change. They are capable of being just about any color, from muted & natural tones to those of a dart frog or poisonous plant.
The elemental affinity of a lusi'ir won't be obvious just by looks alone - fire lusi'irs won't always be red, cold lusi'irs won't always be blue or white, etc. Environment isn't a good basis for judgment either, as (for example) many fire lusi'ir will live in cold areas. Making assumptions about lusi'ir based off of other creatures is a good way to get mauled and eaten.
Despite their ferocious looks, they are known to have agreeable and unique personalities. They are just as intelligent as humans, and are capable of understanding complex written and spoken languages. They are also capable of forming their own morals, and will rebel against their masters if they find that their moral codes clash.
Lusi'ir have become popular among select royal families because of their multi-functionality and guarding abilities. Attempting to invade a place inhabited by one or more lusi'ir would most certainly lead to a gruesome death.