Monday, September 2, 2013

Monster Monday: Pantere, the Cat with the Sweet Breath

Today's Monster Monday entry is the pantere, a giant savannah cat that hunts by luring prey to its lair with its sweet breath.

source

The following text in yellow is available as Open Game Content under the OGL. Open Game Content is (C)2013 Jonah Bomgaars.
Pantere      CR 4
XP 800
N Large magical beast
Init +3; Senses low-light vision, scent; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 12 (+3 Dex, +3 natural, +1 Dodge, -1 size)
hp 38 (4d10+16)
Fort +7, Ref +6, Will +2;
OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +10 (1d8+7 plus grab), 2 claws +10 (1d4+7)
Space 10 ft. Reach 5 ft.
Special Attacks aromatic cloud (60-ft. radius, Will DC 16, usable 1/day), pounce, rake (2 claws +10, 1d4+7)
STATISTICS
Str 24, Dex 17, Con 19, Int 2, Wis 13, Cha 6;
Base Atk +4; CMB 12; CMD 25
Feats Skill Focus (Stealth), Dodge
Skills Acrobatics +7, Climb +11, Perception +5, Stealth +10 (+14 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth
SPECIAL ABILITIES
Aromatic Cloud (Su)
Once per day, the pantere can exhale a sweet-smelling cloud as a standard action, which quickly spreads out to fill a 60-ft. radius circle centered at the pantere’s head.  The cloud persists for four hours (one hour per the pantere's HD) or until dispersed by wind.  The cloud is invisible, but can be easily detected by its pleasant smell.  Creatures within the cloud must make a DC 16 Will save or become captivated. A creature that successfully saves is not subject to the same pantere’s aromatic cloud for 24 hours. A victim under the effects of the aromatic cloud moves toward the pantere using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. When the victim is within 5 feet of the pantere, it is entitled to another saving throw.  Failure means it simply stands and offers no resistance to the pantere’s attacks. This is a mind-affecting charm effect. Creatures of the dragon type are immune to the pantere's aromatic cloud.  The save DC is Constitution-based.
ECOLOGY
Environment warm forest or plains
Organization solitary or pair
Treasure half (incidental)

The pantere is a giant spotted cat with a golden coat sometimes tinged with a bright, colourful sheen.  It is known for its sweet and deadly breath.  It hunts by breathing out a cloud of pleasantly aromatic air around its lair, drawing creatures towards it where they can be slaughtered and eaten at the pantere’s leisure.  To ensure the cloud’s persistence, the pantere usually makes its lairs in groves and valleys sheltered from the wind.  Pantere hate and fear dragons, the only creatures immune to their alluring breath.  

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The pantere is a classic monster of ancient myth and medieval bestiaries (have I ever mentioned how much I love bestiaries?).  In gameplay terms, it is a "gotcha" or "save-or-suck" monster, in that whoever fails their save is in some way impaired or imperiled for a good part of the battle.  These can be interesting if used sparingly; I have played some games where much of the time was spent resting and recovering from the effects of encounter after encounter with save-or-suck monsters.  The pantere is nice in this respect because its save-or-suck ability doesn't damage your ability scores or give you a disease.

In a battle with a pantere, expect one or two party members to be drawn in by the creature's alluring breath, forcing the other party members to try to defend and rescue them from the hunter.  Let the player beware: if the party does nothing to help their ensnared friends, they will likely be killed by a coup-de-grâce.  

-your pleasantly aromatic d20 despot

2 comments:

  1. why does it have no treasure though, I feel like it should have incidental treasure in its lair, from all the poor saps who failed their saves in the past

    ReplyDelete