Cheetah
This large, sleek feline has a golden coat spotted with black. Its long and powerful legs are obviously capable of great speed.
The cheetah is a swift and deadly predator capable of moving with incredible speed, allowing it to run down unsuspecting foes hundreds of feet away. The hunting cat avoids areas of dense and tangled undergrowth, but has great skill at lying in wait in tall grass.
An adult is 4-1/2 feet long and weighs 140 pounds.
Cheetah, Dire
This large, sleek feline resembles its smaller cousin but with serrated claws and impressive fangs the size of long knives. The dire cheetah can obtain astounding ground speeds when chasing prey.
Large beast, unaligned
Armor Class 16 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 70 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 18 (+4) | 13 (+1) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +4, Stealth +8
Senses passive Perception 14
Languages –
Challenge 1 (200 XP)
SPECIAL TRAITS
- Keen Smell. The dire cheetah has advantage on Wisdom (Perception) checks that rely on smell.
- Stealthy. The dire cheetah doubles its proficiency bonus when making Stealth checks.
- Pounce. If the dire cheetah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must make a DC 13 Strength saving throw or be knocked prone. If the target is prone, the dire cheetah can make one bite attack against it as a bonus action.
- Running Leap. With a 10-foot running start, the dire cheetah’s long jump is up to 25 feet, and its high jump is up to 10 feet.
ACTIONS
- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
- Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
TACTICS
Initial Round-Springing from a hidden position or barreling down on its prey from an unseen angle, the dire cheetah is unrelentingly aggressive, hoping to knock prone anything in its path. If it manages to do so, it will savage the victim immediately.
Subsequent Rounds-If the dire cheetah fails to knock a target prone, it will continue to run and return with another charge. It resists coming to a stop if possible unless it has downed prey.
ABOUT
They combine the speed of its lesser cousin with the brutal force of a much more powerful creature. The claws are longer, sharper, and serrated. The body is sleek, speedy, and heavy enough to knock its prey prone. This leads many to attempt to create an ultimate hunting beast through breeding and training, but this has mixed results as the wild and unpredictable nature is nigh impossible to eradicate from the offspring.
d4 | Dire Cheetah Treasure |
---|---|
1 | +2 Arrows (d12) |
2 | Silver Spear (100 gp) |
3 | Slashed pouch with 40 gp 4 Necklace of agates and amethysts (25 gp) |
Section 15: Copyright Notice
Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.
Cheetah
Cheetah | |
Medium animal | |
Hit Dice | 3d8+6 (19 hp) |
Initiative | +4 |
Speed | 50 ft. (10 squares) |
Armor Class | 15 (+4 Dexterity, +1 natural), touch 14, flat-footed 11 |
Base Attack/Grapple | +2/+5 |
Attack | Bite +6 melee |
Full Attack | Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Trip |
Special Qualities | Low-Light Vision, Scent, sprint |
Saves | Fort +5, Ref +7, Will +2 |
Abilities | Strength 16, Dexterity 19, Constitution 15, Intelligence 2, Wisdom 12, Charisma 6 |
Skills | Hide +6, Listen +4, Move Silently +6, Spot +4 |
Feats | Alertness, Weapon Finesse |
Environment | Warm plains |
Organization | Solitary, pair, or family (3–5) |
Challenge Rating | 2 |
Advancement | 4–5 HD (Medium) |
Level Adjustment | — |
Combat
They make sudden sprints to bring down prey.
Trip (Ex): When they hit with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.
Sprint (Ex): Once per hour, they can move ten times its normal speed (500 feet) when it makes a charge.