Large Monstrosity, Chaotic Evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 50 ft., Climb 40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
14 (+2)
CHA
7 (-2)
Skills Athletics +5, Perception +4, Stealth +6
Senses Darkvision 60 ft, Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Pounce. If the banther moves at least 20 feet straight toward a creature and then hits it with a fist 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 panther can make one bite attack against it as a bonus action.

Pack Tactics. The banther has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The banther makes three attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Monster Tags: Abominations

Habitat: ForestGrasslandHillSwamp

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