Keen Smell. The Telthor has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the Telthor moves at least 20 feet straight toward a creature and then hits it with both sets of claw attacks on the same turn, that target must succeed on a DC (STR+PB) Strength saving throw or be knocked prone. If the target is prone, the Telthor can make one bite attack and one additional claws attack against it as a bonus action.
Avoidance. If the Telthor is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The Telthor projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Incorporeal Movement. The Telthor can move through other creatures and objects as if they were difficult terrain. It takes (1d10) force damage if it ends its turn inside an object.
Spirit Bond. You can add your proficiency bonus to any ability check or saving throw that the Telthor makes.
Unusual Nature. The Telthor doesn’t require air, food, drink, or sleep.
Bound to the Land. A Telthor that moves more than 1 mile from the place or person it guards takes 1 point of damage every minute. This damage ends immediately if it enters its home area again.
Telthor Telepathy. Telthors can communicate with one another telepathically, regardless of language, at a range of 100 feet.
Native Animal Empathy. Telthors can communicate and empathize with animals of their kind. This gives them a +4 bonus on checks to influence the animal’s attitude and allows the communication of simple concepts and, (if the animal is friendly) commands, such as “friend,” “enemy,” “flee,” and “attack.”