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Summoned Creature: Cheetah

Cheetah CR 2

XP —
N Medium celestial/ fiendish animal
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE

AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 [25] (3d8+6) [ 3d8+12 ]
Fort +5 [+7], Ref +7, Will +2; SR 7
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5

OFFENSE

Speed 50 ft.; sprint
Melee bite +6 [+7] (1d6+3 [ 1d6+5] plus trip ), 2 claws +6 [+7] (1d3+3) [ 1d3+5]
Special Attack smite evil/good

STATISTICS

Str 17 [21], Dex 19, Con 15 [19], Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5 [+7]; CMD 19 [21] (23 [25] vs. trip)
Feats Improved Initiative , Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass

SPECIAL ABILITIES

Sprint (Ex)

Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.

Smite evil/good

1/day as a swift action (adds Cha bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.