Panther Lord Working Draft
Panther Lord
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 30 ft.; or 40 ft., climb 20 ft. [
panther form]
Armor Class: 22 (+4 Dex, +8 natural [
panther/hybrid form]; or +4 Dex, +4 masterwork chain shirt, +4 natural [
human form]), touch 14, flat-footed 16
Base Attack/Grapple: +8/+13
Attack: Pantherpaw +13 melee (2d4+7); or pantherscourge +13 melee (1d3+5/19-20 plus special); or pantherclaw +13 melee (1d4+5/18-20); or claw +13 melee (1d4+5); or pantherclaw +12 ranged (1d4+5/18-20); or heavy crossbow +12 ranged (1d10/19-20) [
Hybrid form - see Alternative Form for attacks in
panther/human forms]
Full Attack: Pantherpaw +13/+8 melee (2d4+7) and bite +11 melee (1d8+2); or pantherscourge +13/+8 melee (1d3+5/19-20 plus special) and claw +11 melee (1d4+2) and bite +11 melee (1d8+2); or pantherclaw +13/+8 melee (1d4+5/18-20) and claw +11 melee (1d4+2) and bite +11 melee (1d8+2); or 2 claws +13 melee (1d4+5) and bite +11 melee (1d8+2); or pantherclaw +12 ranged (1d4+5/18-20); or heavy crossbow +12 ranged (1d10/19-20) [
Hybrid form - see Alternative Form for attacks in
panther/human forms]
Space/Reach: 5 ft./5 ft.
Special Attacks: Command thrall, curse of the panther,
dominate feline, improved grab, panther weapons, pounce, rake 1d3+2, spell-like abilities, spells,
summon panthers
Special Qualities: Damage reduction 10/silver, darkvision 60 ft., dire, low-light vision, nature sense, panther speech, scent, thrall bond, trackless step, woodland stride
Saves: Fort +9, Ref +10, Will +12
Abilities: Str 21, Dex 18, Con 17, Int 13, Wis 18, Cha 18
Skills:
Panther/Hybrid form: Balance +11, Climb +13, Concentration +10 (+14 with spells), Knowledge (nature) +8, Handle Animal +8, Hide +9* (+13 in undergrowth), Jump +12 [
hybrid form] or +16 [
panther form], Listen +9, Move Silently +10, Spellcraft +6, Spot +9, Survival +6 (+8 aboveground), Swim +12
Human form: Balance +5, Climb +5, Concentration +10 (+14 with spells), Knowledge (nature) +8, Handle Animal +8, Hide +5, Jump +6, Listen +9, Move Silently +6, Spellcraft +6, Spot +9, Survival +6 (+8 aboveground), Swim +6
Feats: Alertness, Combat Casting, Combat Reflexes, Exotic Weapon Proficiency (pantherclaw, pantherpaw, pantherscourge)ᴮ, Iron Willᴮ, Multiattackᴮ, Weapon Finesseᴮ
Climate/Terrain: Warm forests
Organization: Solitary, pride (1 plus 7-16
werepanther thralls) or tribe (1 plus 7-25 werepanther thralls and 20-80 humanoid slaves)
Challenge Rating: 8
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4
A lithely powerful anthropomorphic creature with the head, tail and black fur of a panther.
A panther lord is a powerful shapechanger, a jungle cat able to assume humanoid form and cast spells. It has many supernatural powers, including a cursed bite that can transform its humanoid victims into their lycanthrope servants (see werepanther thrall for details). They tend to reserve this "gift" to humanoids of above-average ability scores, viewing less talented humanoids merely as potential prey or slaves.
Panther lords spurn the company of their own kind. Most live in hidden jungle villages populated by their werepanther thralls and humanoid "cattle". A few live secretly in the midst of humanoid civilizations, often in the guise of an authority figure of some kind such as a shaman or noble.
A panther lord in humanoid form has the same height and weight as a human, while in hybrid and animal form its weight increases by approximately 50%. Its hybrid form is roughly 10% taller than its humanoid form, while its animal form it has a body length roughly equal to its humanoid form's height, not including its tail.
COMBAT
In combat, a panther lord would rather cast spells from a place of safety while sending its werepanther thralls to risk their lives in melee. If forced to fight it usually does so in hybrid form. On the other hand, a panther lord takes fiendish enjoyment in assuming panther form and stalking opponents it judges to be too weak to pose a threat.
Alternate Form (Su): A panther lord can assume three forms: those of an panther, a humanoid or a panther-humanoid hybrid.
In panther form, a panther lord has a speed of 40 ft. plus a climb speed of 20 ft and is unable to use weapons apart from its natural claws and bite attacks. This is its natural form.
In humanoid form, a panther lord has a speed of 30 ft. and is unable to use its claws and bite natural attacks or its climb speed. Its humanoid form is that of a unique individual of a humanoid race native to the panther lord's land of origin (typically human).
In hybrid form, a panther lord has full use of weapons and natural attacks. Its speed is 30 ft. and it is unable to use its climb speed.
Command Thrall (Su): All werepanther thralls are permanently charmed (as the
charm monster spell) by the panther lord that created them. The panther lord can also
dominate its thralls (as the
dominate animal spell, no save). The maximum number of thralls the the panther lord can dominate simultaneously is 3 plus the lord's Charisma modifier (minimum 1). The
domination effect normally has a range of 90 feet, but if the lord enters Panther Trance (see below) the range encompasses the panther lord's entire territory.
Curse of the Panther Lord (Su): Any humanoid hit by a panther lord's bite attack must succeed on a DC 18 Fortitude save or contract a form of lycanthropy which transforms them into werepanther thralls. The save DC is Charisma-based.
If a panther lord is killed, all werepanther thralls it created go into convulsions that last for 1d3 rounds (treat as being stunned), during which they permanently transform back into the people they were before becoming werepanther thralls. The victims have no clear memories of their time as werepanthers, but may suffer nightmares and flashbacks for many years.
Dominate Felines (Su): Panther lords can use
dominate animal (felines only) at will as if they were 16th-level clerics.
Dire: A panther lord gains all good saves.
Improved Grab (Ex): To use this ability, a panther lord thrall in panther form must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Nature Sense (Ex): A panther lord gains a +2 bonus on Knowledge (nature) and Survival checks.
Panther Trance (Su): A panther lord can enter a trance which allows it to see and hear from the viewpoint of any living feline within its territory. This territory is an area of land the panther lord claims by pacing around its entire border within a 24 hour period. This territorial claim lasts for 1d6+6 days or until the panther lord claims a new territory. The panther lord must be within the borders of its territory to use this ability.
The viewpoint feline can be any cat or catlike creature (animal or magical beast) or a lycanthrope with a cat for a base animal. If the viewpoint creature succeeds on a Will save, the scrying attempt fails and the panther lord cannot direct its Panther Trance at that particular creature again for 24 hours, although they can still attempt to scry through other felines. The Will save is DC 18 plus a modifier that depends on how well the panther lord knows the subject and what connection (if any) it has with the feline, as detailed in the Panther Trance Modifiers table. The save DC is Charisma-based.
The panther lord can try to scry upon a specific feline or a specific location. If it tries to scry upon a specific location, its Panther Trance attempts to connect to a feline that is able to see that location. The attempt fails if there are no felines viewing the target location. If there are multiple felines able to see a location, the Trance attempts to connect to whichever one has the most favorable Will Save Modifier (use random selection if there is a tie).
Panther Trance Modifiers
Knowledge (of feline and/or location) | Will Save Modifier |
None¹ | +10 |
Secondhand (heard of the subject) | +5 |
Firsthand (seen the subject) | +0 |
Familiar (know the subject well) | -5 |
Connection | Will Save Modifier |
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, tuft of fur, bit of claw, etc. | -10 |
Self or thrall² | n/a |
1 The panther lord can attempt to scry upon a feline within its territory even if the panther lord has no knowledge of the feline.
2 A panther lord can scry on itself or any of the werepanther thralls it has created and automatically succeed, provided the target is within its territory.
If the subject fails its will save, the panther lord can see from the subject's viewpoint with the panther lord's full visual acuity, including any magical effects it has in operation. If the subject moves, the Panther Trance's viewpoint moves with it.
Panther Trance can connect to multiple felines during a single trance session. It normally uses itself as its first viewpoint, so the panther lord can periodically check the safety of its body. The panther lord can only scry one viewpoint at a time, but can switch viewpoints as a free action. The maximum number of felines the panther lord can connect to simultaneously is equal to 3 plus the lord's Charisma bonus. The panther lord can release a feline from a connection as a free action. If it releases a feline it can try to reconnect to it later, but the feline is entitled to a new Will save to break the connection (thus a "released connection" is a different matter than a "broken connection".).
A panther lord can use Panther Trance to extend the range of its ability to
dominate its werepanther thralls (see Command Thrall, above) to reach any thrall within its territory.
Pounce (Ex): If a panther lord in panther form charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d3+2.
Spell-Like Abilities: At will—
cat’s grace,
change self,
detect magic,
detect good,
greater magic fang; 3/day—
shadow walk. Caster level 15th; save DC 13 + spell level.
Spells: A panther lord can cast divine spells as an 8th-level druid (6/5/4/4/3; save DC 14 + spell level).
0—
cure minor wounds,
detect poison,
guidance,
purify food and drink,
read magic,
resistance;
1st—
entangle,
faerie fire,
longstrider,
pass without trace,
shillelagh*;
2nd—
barkskin,
owl's wisdom,
resist energy,
summon swarm;
3rd—
dominate animal,
poison,
snare,
spike growth;
4th—
dispel magic,
flame strike,
freedom of movement.
* A panther lord's version of
shillelagh can enhance a pantherpaw as well as a club or quarterstaff.
Summon Panthers (Sp): Three times per day, a panther lord can summon 1d4+1 leopards or 1d3 jaguars.
Trackless Step (Ex): A panther lord leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
Woodland Stride (Ex): A panther lord may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it.
Skills: In panther or hybrid form, panther lords have a +6 racial bonus on Balance, Jump and Swim checks plus a +4 racial bonus on Hide and Move Silently checks. A werepanther lord in panther or hybrid form has a +8 racial bonus to Climb checks and it can always choose to take 10 on a Climb check, even if rushed or threatened.
*In areas of tall grass or heavy undergrowth, the Hide bonus of a panther lord in panther or hybrid form improves to +8.
Originally from MCA2 - Monstrous Compendium Annual Volume Two (1995).
SPs: Balance 1 rank, Climb 0 ranks, Concentration 7 ranks, Knowledge (nature) 5 ranks, Handle Animal 4 ranks, Hide 1 rank, Jump 1 rank, Listen 3 ranks, Move Silently 2 ranks, Spellcraft 5 ranks, Spot 3 ranks, Swim 1 rank