Keen smell. The cheetah has advantage on Wisdom (Perception) checks that rely on smell.
Pack tactics. The cheetah has advantage on an attack roll against a creature if at least one of the cheetah's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. If the cheetah 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 prone. If the target is prone, the cheetah can make one bite attack against it as a bonus action.
Sprinter. The cheetah can use the dash action as a bonus action. If the cheetah uses its bonus action in this way, it must succeed on a DC 12 Constitution saving throw or gain one level in exhaustion. Each time the cheetah uses its bonus action in this way, increase the DC by 2.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Regarding the sprinter trait, I chose to balance it in this way because I found out that the overheating of the cheetah was because the experiment was done in a lab with endurance running (and a thermometer in their butt) instead of sprinting in the wild. Furthermore, I wanted to make it in such a way that the cheetah could still try to fight after sprinting but to attempt to sprint again would wear it thin, and eventually reduce it to becoming immobile and unable to fight back.
Regarding the pack tactics, I did some research and listened to some documentaries, and male cheetahs (typically siblings) will form coalitions, even with cheetahs they do not know. Coalitions with strangers usually only last a hunt, but between siblings can last their entire life.
To balance the pack tactics and to remain as realistic as possible, the cheetah has a mages health with bad constitution to simulate the fragility of their real life counterpart.
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