Free interactive D&D 5e SRD stat block

Saber-Toothed Tiger

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

A fantasy bestiary portrait of Saber Toothed Tiger.
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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)

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 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.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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