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Water Panther

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

Water PantherCR 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.


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