Large Beast
Armor Class 18 Natural armor
Hit Points 26 (4d6 + 4)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws DEX +5, CON +4
Skills Perception +3, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Grappled
Senses Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Camouflage. The plates of an armored puma are colored to match the color of the rocks in there prefered terrain.  Combined with the fact they resemble small rock formations when resting give them advantage vs Spot cracks in rocky mountain terrain. Treat resting Armored pumas as non magically invisible.

Actions

Ambush. Armor prefer to ambush their prey but are capable of chasing down their prey.  If the target fails their perception check, they have advantage on their first attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [piercing] damage.

Claw(x2). Melee Weapon Attack:  +5. Reach: 5 ft., 1 target. Hit: 6 (1d6+3) [Slashing] damage

Keen Snses: Armored puma has Advantage on WISDOM (perception) checks that rely on smell.

Pounce:  If an Armored puma moves at least 20 ft. towards a creature (usually prey) and hits it with a claw attack the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.  If the target is prone the armor puma can make a bite attack as a bouns action.

Running Leap: With a 10 foot running start, the armor puma can long jump up to 30 feet.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Armored pumas resemble pumas with shimmering boney plates.  This shimmering is the result of the plates containing a small amount of mithral within them.  In fact the plates of a single adult Armored Puma containing enough mithral for a single large shield making them a perfect source of it.  Provided you survive the hunt.  Adolescents have enough to make a small shield and cubs don't have enough to even consider it.

The cubs stay with their mother until they be come Adolescents where the mother drives them off.

Adolescents encountered have a 50% chance of having a lair 

Fully grown adults alway have a lair where they drag their kills to where they feed.  Having no need for it any treasure the victims have I'd laying about the lair.  Treasure class: 7

Lair and Lair Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2024 4:27:30 AM
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RainbowRose

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