Keen Hearing and Smell. The steppe cat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spearfang. Biting attacks made by this creature ignore any ac bonuses from non-magical light and medium armor.
Darkvision. The steppe cat has 120ft. of darkvision.
Pounce. If the steppe cat 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 13 Strength saving throw or be knocked prone. If the target is prone, the steppe can make one bite attack against it as a bonus action.
Shriek. This creature creates a high pitched noise that sounds like a woman screaming, any creature within 30ft., must make a DC 13 Wisdom saving throw or be frightened until the end of the creature's next turn, any creature within 5ft takes 1d4 damage and becomes deaf for 1d6 turns.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Description
A predatory felid from Azim's Roam, quietly stalking the vast expanse at night to catch a variety of animals to feed itself and whatever kits they may tend to. Known for blood curdling shrieks that can be heard across the steppe and its striped and spotted pelt. Kits separated at a young enough age can be raised domestically as any cat or as a companion, and are often acquired for nobles to display their wealth, though many accidents and maulings have occured from arrogant and neglectful owners.
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