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Medium beast · CR 1/4

Panther

Armor Class12
Hit Points13 (3d8)
Speed50 ft., climb 40 ft.
ChallengeCR 1/4 (50 XP)
STR
14
(+2)
DEX
15
(+2)
CON
10
(+0)
INT
3
(-4)
WIS
14
(+2)
CHA
7
(-2)
SkillsPerception +4, Stealth +6
Sensespassive Perception 14
Special Abilities
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Running Panther in an encounter

As a CR 1/4 threat worth 50 XP, Panther is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/4 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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