Keen Senses. The panther has advantage on perception checks requiring sight or smell.
Darkvision. 60 feet
Stealthy (Recharge 6). The panther makes a stealth check with advantage.
Multiattack. The panther can attack twice with their claws and/or bite.
Claw. Melee Weapon Attack: +6 to hit, Hit: 12 (3d4+3 slashing damage).
Bite. Melee Weapon Attack: +6 to hit, Hit: 11 (2d6+3 piercing damage) and target makes DC13 Strength save or is grappled by the panther's jaws.
Confidence (Recharge 6). The panther chooses a target within 30' of it. The target must make a DC 12 Constitution Saving Throw. On a failure, the panther has advantage on their next attack against that target.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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