Large Monstrosity, Unaligned
Armor Class 12
Hit Points 45 (7d10 + 7)
Speed 30 ft., Swim 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws STR +5, DEX +4
Skills Acrobatics +4, Perception +4, Stealth +4
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The water panther can breathe air and water.

Aquatic Pounce. If the water panther moves from being submerged in water to being on land, and makes an attack against a creature, that attack is made with advantage.

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

Water Dependency. If the water panther fails to immerse itself in water for at least 1 hour during a single day, it suffers one level of Exhaustion at the end of that day. It can only recover from this exhaustion through magic, or by immersing itself in water for at least 1 hour.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. If the target is a creature, it must make a DC 13 Strength saving throw or have the Grappled condition (escape DC 12).

Description

Water panthers are predators of shallow waters, like tide pools and water-filled grottoes. Resembling a hybrid of panther and piscine anatomy, these creatures are willing to pounce on any creatures that come too close to the shores near their homes. While they do roam land, their anatomy is primarily focused on aquatic environments - if they spend too long on dry land with no way to hydrate themselves, they become nothing more than a dried up husk within days.

Solar_Bun_Bun

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