Large Beast, Unaligned
- AC
- 13
- Initiative
- +3 (13)
- HP
- 52 (7d10+14)
- Speed
- 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 18 | +4 | +6 |
| DEX | 17 | +3 | +5 |
| CON | 15 | +2 | +2 |
| INT | 3 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Traits
Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet.
Actions
Multiattack. The tiger makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6+4) Slashing damage.
Bonus Actions
Nimble Escape. The tiger takes the Disengage or Hide action.
How to run Saber-Toothed Tiger
A friendly saber-toothed tiger is a beast companion or a ranger's bond. Plausible framings: a druid raised the cub after its mother was killed, a barbarian's ritual rite tied one to this PC, a wizard's Find Familiar variant produced a juvenile saber-tooth. Run it as a beast companion with low intelligence but capable of being directed at a single target and trusted to commit.
In combat the tiger is an opening-round assassin. Stealth +7 lets it Hide before initiative and pounce on round one with advantage from the unseen attacker rule. Multiattack gives two Rend attacks at +6 to hit, averaging 11 damage per hit or 22 total on full success. Running Leap extends the strike range to 25 feet with a running start, so it can close gaps the party cannot. After the opening assault, AC 13 and 52 HP mean the tiger does not survive sustained attention from anything CR 3 or higher; pull it back after the first kill and let it re-position next turn.
Out of combat, the tiger is a tracker and a deterrent. Passive Perception 15, Stealth +7, and darkvision 60 ft. make it the party's best scout in caves or wilderness. It does not bark unprompted, so the rogue can finally walk through a forest without giving the camp away. The catch is meat. The tiger eats its own body weight in a few days, and the party's rations are not enough. Have the PC who handles the tiger track hunting separately. The first time it kills a farmer's goat, there is a bill.
Name the tiger and let the player roll for its hunt every long rest. The party will protect it harder than they protect each other.
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. It stalks, pounces, and commits to one target before the party can respond. With 40 ft. of walking speed, the cat closes distance fast and picks isolated PCs: the ranger who walked ahead, the wizard who fell behind. This is a one-PC fight per round while the rest of the party scrambles to respond.
The opening turn is the entire encounter. The tiger uses Stealth +7 to approach unseen and triggers a surprise round against a single target. On its first action, Multiattack gives two Rend attacks at +6 to hit, each dealing 2d6+4 slashing damage for an average of 11 per hit. That is 22 damage in one round if both land, enough to drop several squishier party members outright. Nimble Escape lets the tiger Disengage or Hide after the assault, so it can re-position and strike again next turn without drawing opportunity attacks.
Running Leap with a 10-foot running start extends the tiger's threat range to 25 feet of Long Jump, which means it can reach isolated targets across more terrain than a standard 40-foot walk suggests. Once bloodied at 26 HP or less, the tiger breaks contact, sprints into cover, and uses Stealth +7 to disappear. Do not let the party follow easily. The tiger remembers what hurt it and avoids the camp for a week, then tries again on a different PC in a different place.
Set the encounter so the party has a reason to camp cautiously. A returning saber-tooth is a real recurring threat 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.