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Smoldering LeopardCreature 3


UncommonNEMediumAnimalFiend
Source Pathfinder #151: The Show Must Go On
Perception +11 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +11, Athletics +10, Stealth +11
Str +3, Dex +4, Con +2, Int -4, Wis +1, Cha -2

AC 19; Fort +9; Reflex +11; Will +6;
HP 45
Speed 30 feet (climb 20 feet)
Weaknesses Good 3
Resistances Electricity 5, Poison 5

Jaws One Action +12 (+7, +2) to hit (finesse) 1d10+3 Piercing + 1d4 Fire
Claw One Action +12 (+8, +4) to hit (agile, finesse) 1d4 Fire + 1d6+3 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Aura of Smoke

10 feet Aura


Every creature within the aura is Concealed; smoldering leopards can see through this concealment.

Pounce One Action

The smoldering leopard Strides and makes a Strike at the end of that movement. If the leopard began this action Hidden, it remains hidden until after making this ability's Strike.

Scorching Maul One Action

The smoldering leopard makes two claw Strikes against a creature it has Grabbed. A creature hit by both claw Strikes also takes 1d4 Persistent Fire Damage. Both attacks count toward its multiple attack penalty, but the penalty increases only after both attacks are made.

Sneak Attack

The smoldering leopard deals an extra 1d4 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.