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Great Cat; Bekkah

by Jamie Baty

DMR2 18
Large Animal
Hit Dice: 12d8+48 (102 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares), climb 20 ft. (4 squares)
Armour Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +9/+20
Attack: Claw +15 melee (1d10 +7)
Full Attack: 2 Claw +15 melee (1d10 +7) and bite +10 melee (3d8 +3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake, roar
Special Qualities: Low-light vision
Saves: Fort +12, Ref +11, Will +6
Abilities: Str 24, Dex 17, Con 19, Int 2, Wis 14, Cha 8
Skills: Balance +13, Climb +17, Hide +7*, Jump +17, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Dodge, Mobility, Run, Stealthy, Track (b)
Environment: Warm forests
Organisation: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

This is a variety of unusually large black panther which inhabits dense tropical jungles and warm forests. They are awesome killers, and those who encounter a bekkah seldom live to tell the tale.
Although few have ever escaped from a bekkah, the disappearance of victims and the beasts' massive paw prints are ample evidence of the creatures' existence for those who live in or near their jungle homes. For jungle dwellers the mystery surrounding bekkah and their seeming invulnerability often leads to the cats being afforded the status of gods. A tribe which shares a jungle with one or more bekkah may attempt to placate the beast with sacrifices of animals (or even people) left bound and helpless at traditional locations where the cats know to look.

Combat
Highly proficient predators, bekkahs hunt down their prey quickly and silently. They will almost always ambush and pounce onto their foes to quickly dispatch of them.

Improved Grab (Ex): To use this ability, the bekkah must hit with its bite attack. If it gets a hold it can rake.

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

Rake (Ex): A bekkah that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d6+7 damage each. If the bekkah pounces on an opponent, it can also rake.

Roar (Su): Any creature that hears the bekkah's roar must make a Will save vs DC 15 (Cha based) or be shaken for 2d4 rounds. This is a sonic-based, fear effect.

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