Free interactive D&D 5e SRD stat block

Saber-Toothed Tiger

Large Beast, CR 2, AC 13, 52 HP. Unaligned.

Large Beast, Unaligned

AC
13
Initiative
+3 (13)
HP
52 (7d10+14)
Speed
40 ft.
ScoreModSave
STR 18 +4 +6
DEX 17 +3 +5
CON 15 +2 +2
INT 3 -4 -4
WIS 12 +1 +1
CHA 8 -1 -1
Skills
Perception +5 , Stealth +7
Senses
Darkvision 60 ft.; Passive Perception 15
Languages
None
CR
2 (XP 450; PB +2)

How to run Saber-Toothed Tiger

A saber-toothed tiger is an ambush predator with passive Perception 15 and Stealth +7, which means the party does not see it before it sees them. The stat block is sparse (no traits, no printed actions, just CR 2 statistics with darkvision 60 ft.), so you are running it as a hungry big cat: it stalks, it pounces, it bites. Treat the absence of a printed attack as a signal to keep things simple and use a Bite at roughly +6 for 2d10+4 piercing as the obvious read for a CR 2 large beast at the table. If your group prefers strict-as-printed, lean even harder on the stalk-and-pounce structure and let the speed and surprise do the work.

The opening turn is the entire encounter. Roll Stealth +7 against the party's passive Perceptions; with a 50 ft. walk speed and prehistoric ambush instincts, the tiger should usually win and trigger a surprise round. It charges from cover at the most isolated PC (the ranger who walked ahead, the wizard who fell behind), Hides if it can, then leaps on the kill. The tiger does not engage the fighter in the front line. It cuts one PC off, drags them, and disengages. If the party isn't watching their flanks, this is a one-PC fight per round.

These are unaligned beasts with Int 3. They do not flank, they do not coordinate with anything else (one tiger is the encounter, not a pack), and they do not understand magic. They do understand fire, loud noise, and pain. A torch in the face makes the tiger flinch back 10 ft. Thunder spells make it hesitate. A successful hit on it that rolls more than 15 damage is enough to make the cat consider whether this prey is worth dying for.

When the tiger is Bloodied (26 HP or less) it breaks contact, sprints 50 ft. into cover, and disappears. Do not let the party follow easily; Stealth +7 in undergrowth or a cave system is a very hard track. The tiger remembers the shape of the things that hurt it and avoids the party's camp for a week. Then it tries again, on a different PC, in a different place. A returning saber-tooth is a real recurring villain in a low-level wilderness arc.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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