Large Beast, Neutral
Armor Class 17 Natural Armor
Hit Points 70 (10d10 + 14)
Speed 60 ft., Climb 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
4 (-3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +7, WIS +5
Skills Athletics +8, Perception +5, Stealth +10
Damage Resistances Poison
Senses Darkvision 120 ft., Passive Perception 15
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Smell. The dire panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the dire panther 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 16 Strength saving throw or be knocked prone. If the target is prone, the dire panther can make one extra bite attack against it as a bonus action.

Hide in Plain Sight. Dire Panthers can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Dire Panther can hide itself from view in the open without having anything to actually hide behind.

 

 
Actions

Multiattack. The dire panther can make two attacks, one bite attack and one claw attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Bonus Actions

Hide. When taking the Hide action, Dire Panthers make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. On a success, they gain benefits, as described in the "Unseen Attackers and Targets" section.

Monster Tags: Misc Creature

Habitat: ForestSwampUnderdark

ThJuanNonly

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