Pantere

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Pantere
CR 7 CG Magical Beast

This creature resembles a great cat, with a spotted coat of multiple colors. Horn-like growths extend from its ears and forehead. The air around it smells sweet.

Panteres are benevolent cat-like creatures that are so merciful that they only kill their prey painlessly. They spend much of their time either sleeping or roaming from place to place, but when they hunt, they find an area rich in game and then spray it with their sweet breath. Creatures that breathe in this mist are lured towards the pantere and are knocked unconscious by its gaze. The pantere then selects which prey to kill and consume, favoring individuals that are obviously sick or weak, and then watches over the other sleeping animals until they recover. A pantere will guard these creatures from other, opportunistic hunters, and this is the time when they are most likely to fight directly.

A pantere might negotiate with intelligent creatures in its territory, but usually does so from hiding—it does not want to risk catching potential allies in its gaze, but neither does it trust many creatures to enter talked with its eyes closed. This has led to rumors that panteres are hideously ugly, or are somehow ashamed of their appearance. The one creature they are genuinely shy around is dragons. Due to some quirk of draconic physiology, the breath that attracts most creatures enrages dragons instead, and even good aligned dragons find these magical cats a menace. Panteres are usually solitary, but they do come together to mate and raise cubs. The young leave their parents when they are old enough to hunt for themselves, but families will keep in touch over the years by scent marking and occasional visits. Some panteres are friendly with fey or even empyreal outsiders, but others keep to their own kind their entire lives.

Pantere                CR 7
XP 3,200

CG Large magical beast
Init
+3; Senses darkvision 60 ft., low-light vision, Perception +11, scent
Defense
AC
20, touch 13, flat-footed 16 (-1 size, +3 Dex, +7 natural, +1 dodge)
hp
75 (10d10+20)
Fort
+9, Ref +10, Will +6
Defensive Abilities
evasion, fortification (50 %); Immune sleep effects
Offense
Speed
40 ft.
Melee
bite +12 (1d8+3), 2 claws +12 (1d6+3 plus grab)
Space
10 ft.; Reach 10 ft.
Special Attacks
gaze, luring breath, pounce, rake (2 claws +12, 1d6+3)
Statistics
Str
17, Dex 16, Con 15, Int 13, Wis16, Cha 12
Base Atk
+10; CMB +14 (+18 grapple); CMD 28 (32 vs. trip)
Feats
Acrobatic Steps,Combat Expertise,Dodge, Great Fortitude, Nimble Moves
Skills
Acrobatics +14 (+18 when jumping), Climb +14, Diplomacy +7, Heal +9, Perception +11, Stealth +11; Racial Modifiers +4 Acrobatics, +4 Climb, +4 Stealth
Languages
Celestial, Common
Ecology
Environment
any hills or mountains
Organization
solitary, pair or family (3-6)
Treasure
standard
Special Abilities
Gaze (Su)
30 ft., Will DC 16, sleep 1 hour. A creature that succumbs to this gaze is in a particularly deep sleep—they must succeed a DC 16 Will save to awaken if someone tries to rouse them. If they take damage, they gain a +2 bonus on this save. This is a mind-effecting sleep effect, and the save DC is Charisma based.
Luring Breath (Ex)
As a standard action, a pantere can breath a fragrant mist in a 120 foot cone. Any creature breathing this mist must succeed a DC 17 Will save or can take no action for the next 1d4+1 rounds except for approaching as close as possible to the pantere. Once adjacent to the pantere, it becomes dazed, even if it is attacked. A creature that succeeds on this Will save is immune to the luring breath of that pantere for the next 24 hours. A dragon exposed to this ability instead becomes frenzied, as per a rage spell, for the duration. The save DC is Constitution based.

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