Keen Smell. The Panther has advantage on Wisdom (Perception) checks that rely on smell.
Flyby. The Panther doesn't provoke opportunity attacks when it flies out of an enemy's reach.
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 16 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.
Multiattack. The Panther can use its Fire breath, or it makes one of its attacks: one with its bite, claws or tail.
Fire Breath (Recharge 6). The panther exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d12 +6) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 +6) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 6) bludgeoning damage.
Immediately after an attack misses the Panther can use its reaction to make one melee attack on the aggressor if the aggressor is within 5ft of the panther.
Description
Now full grown these fey hunters consume 6 meals of raw meat, usually from kills, a day. Both masterful in their ability to fly, climb and hide, you most likely won't see one of these creatures unless they want you too. For this reason, they hide their cubs extremely rare so even finding a cub is almost unheard of. For few ever survive an attempted cub snatching
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