Water Panther

The size of a small pony, this black-furred feline has slick, oily skin.

Water Panther CR 3

XP 800
N Medium magical beast
Init +4; Senses low-light vision, scent; Perception +5; Aura soul-rending fear (30 ft., 1d6 Cha damage plus paralyzed for 1 round, Will DC 13 negates)

AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Defensive Abilities elusive; Immune fear

Speed 30 ft., swim 30 ft.
Melee bite +7 (1d6+3 plus grab), 2 claws +7 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)

Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 14
Base Atk +3; CMB +6 (+10 grapple); CMD 20 (24 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +11 (+15 in water), Swim +11; Racial Modifiers +4 on Stealth in water

Environment any swamp
Organization solitary or pair
Treasure none

Soul-Rending Fear (Su) All living creatures within a 30-foot radius that see a water panther must make a DC 13 Will save or have a portion of their souls stripped away. A creature that suffers this fate takes 1d6 points of Charisma damage and is paralyzed by fear for 1 round. Whether or not the save is successful, that creature cannot be affected again by the same water panther’s soul-rending fear ability for 24 hours. This is a mind-affecting fear affect. The 1 round of paralysis is also a paralysis effect, but the Charisma damage is not. The save DC is Charisma-based.

Similar to ordinary panthers in appearance, water panthers are felines found in the hearts of vast swamps, where they have adapted to their environment by learning to swim with great proficiency. More importantly, the foetid power of the swamp flows through every water panther, cloaking it in a powerful aura of magical fear that strips away the souls of those who succumb to its influence.

Water panthers are 4 feet long and weigh 120 pounds.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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