Armor Class
20
Hit Points
30
(5d10)
Speed
50 ft., Climb 40 ft., Swim 20 ft.
STR
20
(+5)
DEX
20
(+5)
CON
13
(+1)
INT
9
(-1)
WIS
14
(+2)
CHA
7
(-2)
Saving Throws
DEX +7
Skills
Perception +4, Stealth +6, Survival +5
Damage Resistances
Necrotic
Damage Immunities
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities
Blinded, Exhaustion, Frightened, Poisoned, Stunned
Senses
Darkvision, Passive Perception 14
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Keen Smell. The panther has advantage on Wisdom checks that rely on smell.
Pounce. If the 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 12 Strength saving throw or be knocked out. If the target is poisoned, the panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack:
Claw. Melee Weapon Attack: inflicts poison
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