Keen Hearing and Smell. The Black Panther has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the Black Panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the dire panther can make one bite attack against it as a bonus action.
Black Night. Perception checks that rely on sight made on the panther have disadvantage.
Feline Agility. If an enemy attempts to cast a ranged spell attack that requires a DEX saving throw, the animal has advantage on the saving throw.
Multiattack. The Black Panther makes two attacks: one with its bite and one with its claw.Or the entrance (or the Roar).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (1d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 10) slashing damage.
Entrance. The panther makes eye contact with an enemy. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 5 minute. The target can repeat the saving throw at the end of it's turn.
Panthers Roar: The Black Panther roars, every living creature within a 100 ft. radius of the Black Panther capable of hearing must succeed on a DC 16 Wisdom saving through or be frightened and take 1d10 +10 thunder damage.
Description
In the jungles of Gindawan there are many panthers, but every few generations one is born that has fur as black as the night sky without stars. These rare black panthers are incredibly temperamental and can only be tamed by the most skilled Rangers. Once bonded with another, they will fight fiercely alongside their companion until their end of days.
Previous Versions
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1/21/2020 2:17:57 AM
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Coming Soon
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