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Panther

by Jamie Baty

BA, RC 163
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +3 (+3 Dex)
Speed: 45 ft. (9 squares), climb 20 ft. (4 squares)
Armour Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d8 +4)
Full Attack: Bite +7 melee (1d8 +4) and 2 claws +2 melee (1d4 +2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent, sprint
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 18, Dex 17, Con 16, Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +12, Hide +9*, Jump +12, Listen +6, Move Silently +9, Spot +7
Feats: Alertness, Stealthy
Environment: Warm plains, forests
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -

Panthers are found in the plains, forests, jungles and open shrublands. They are extremely quick (although not quite as much as a cheetah) and can outrun most prey over short distances. Panthers are usually black-furred.

Combat
Panthers like to stalk their prey. In forested areas, they like to jump down on their prey or quickly pounce from the underbrush. In more open areas, they will follow at a great distance, and suddenly sprint towards their prey, pouncing on them quickly.

Improved Grab (Ex): To use this ability, a panther must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): When a panther makes a charge, it can follow with a full attack, including rake attacks.

Rake (Ex): A panther that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the panther pounces on an opponent, it can also rake.

Scent (Ex): This special quality allows a panther to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Sprint (Ex): Once every six hours, a panther can move ten times its normal speed (450 feet) when it makes a charge.

Skills: Panthers have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Panthers have a +8 racial bonus on Balance and Climb checks. A panther can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.