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Cheetah

cheetah, nature, wildlife

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

Cheetah, Dire
AI Generated Artwork – NightCafe Creator

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.

STRDEXCONINTWISCHA
17 (+3)18 (+4)13 (+1)3 (-4)14 (+2)7 (-2)

Skills Perception +4, Stealth +8
Senses passive Perception 14
Languages¬†‚Äď
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‚Äôs long¬†jump¬†is up to 25 feet, and its high¬†jump¬†is up to 10 feet.

ACTIONS

  • BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
  • ClawMelee 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.

d4Dire Cheetah Treasure
1+2 Arrows (d12)
2Silver Spear (100 gp)
3Slashed 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 Dice3d8+6 (19 hp)
Initiative+4
Speed50 ft. (10 squares)
Armor Class15 (+4 Dexterity, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple+2/+5
AttackBite +6 melee
Full AttackBite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1)
Space/Reach5 ft./5 ft.
Special AttacksTrip
Special QualitiesLow-Light Vision, Scent, sprint
SavesFort +5, Ref +7, Will +2
AbilitiesStrength 16, Dexterity 19, Constitution 15, Intelligence 2, Wisdom 12, Charisma 6
SkillsHide +6, Listen +4, Move Silently +6, Spot +4
FeatsAlertness, Weapon Finesse
EnvironmentWarm plains
OrganizationSolitary, pair, or family (3‚Äď5)
Challenge Rating2
Advancement4‚Äď5 HD (Medium)
Level Adjustment‚ÄĒ

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.

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