Major Figurine of Wondrous Power, Opal Leopard

Wondrous item, rare
This major figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and point at the ground within 60 feet of you, the astral white panther named Glumbrand (Gloom for short) appears within the point. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.   The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.   The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.   Glumbrand can be absent from the astral plane for up to 6 hours after which he begins to have to roll for exhaustion. Once it has been used, it can't be used again until the next morning. To remove exhaustion Glumbrand must remain in the Astral plane for each level of exhaustion.   The figurine was crafted by the finest dwarven craftsman in the Cormanthor region and enchanted by Anders Beltgarden, a 75-year-old human ranger/wizard who lived not far outside Myth Drannor in 253 DR. It was to be a parting gift for Anders' friend, the Bladesinger Josidiah Starym, before Anders died of old age, but Josidiah saw an intelligence in the giant panther's eyes that he felt should not be caged, let alone killed; he thought the panthher's body should not be enslaved to magic and a master's command.   The elf's arguments eventually appealed to the ranger in Anders, and he could not go through with the slaying. He let the cat go, only to follow the panther to a hill where Josidiah was under attack by a trio of giants and several dozen orcs. With the help of the panther and Anders, the monsters were defeated, but the cat was mortally wounded from the battle. The pair rushed the panther back to Anders' tower in a portable hole and decided to quickly carry out the enchanting ritual to save the panther's life. Anders called the cat "Whiskers,". Anders intended for the panther's spirit to become fused with the onyx statuette; the statuette was to transform into the panther when instructed by its owner, like any other such magical item. However, during the final stage of the ritual, the magic of the binding also absorbed that of the extra-dimensional hole the panther was partially lying in, causing a brief rift to the Astral Sea. Therefore, rather than being absorbed by the statuette, the panther's spirit was merely bound to the statuette and came to inhabit the Astral Sea. When the panther was called forth to test the ritual's success, the panther was not a slave like a normal figurine of Wondrous power would produce, but the same panther, with all of panther intelligence intact. Also, the figurine summoned the panther rather than transforming into the panther as a normal figurine would, making the magic item truly unique. Little did they know when the ritual split the statuette in two, and hurled an opal statuette into the Astreal Sea. it looked identical to the onyx statuette.   It was said they onyx statuette was lost in the underdark. The Opal Statuette whent through a few masters before it ended up with Ashe Shadowthorn.    

Glumbrand "Gloom" the White Leopard CR: 6

Medium beast, neutral
Armor Class: 15
Hit Points: 33
Speed: 50 ft , climb: 40 ft

STR

15 +2

DEX

18 +4

CON

12 +1

INT

5 -3

WIS

16 +3

CHA

10 +0

Saving Throws: DEX +6, CON +3, WIS +5
Skills: Acrobatics +7, Insight +6, Intimidation +3, Perception +9, Stealth +10, Survival +6
Damage Resistances: Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses: darkvision 60 ft., passive Perception 19
Challenge Rating: 6
Proficiency Bonus: +3

Keen Smell. Glumbrand has advantage on Wisdom (Perception) checks that rely on smell.   Pounce. If Glumbrand moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15(8+Proficiency+Strength) Strength saving throw or be knocked prone. If the target is prone, Glumbrand can make one bite attack against it as a bonus action.   Hit Dice. Glumbrand has Hit Dice equal to his level. When Glumbrand levels he gains an amount of maximum hit points equal to 1d8+Con.   Proficiency. Glumbrand's proficiency bonus is +2. It raises by one on 5th(+3), 9th(+4), 13th(+5), and 17th(+6). This needs to be manually adjusted for attacks, etc...   Astral Touched. At 3rd level Glumbrand's opalescent coat glimmers like the aurora found in the Astra Plane it picks up the surrounding colors camouflaging him. His AC is calculated as follows; 10 + Dexterity modifier + Constitution modifier. He also has expertise in both Stealth and Perception.   Ability Score Improvement. At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, Glumbrand increases one ability score of your choice by 2, or Glumbrand increases two ability scores of your choice by 1. Glumbrand can't increase an ability score above 20 using this feature. Note: Glumbrand's attacks and skills must be manually calculated and updated.   Magic Fang and Claw. At 5th level Glumbrand's Bite and Claw attacks are considered magical.   Evasion. At 7th level when Glumbrand is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he failed. Glumbrand doesn't benefit from this feature while incapacitated.   Reliable Talent. At 14th level Glumbrand has refined its skills to an exceptional degree. Whenever Glumbrand makes an ability check that includes its whole proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.   Expertise. At 15th level choose two of Glumbrand's skill proficiencies. Glumbrand's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.   Invulnerable. At 20th level all damage Glumbrand receives is halved. While Glumbrand is in direct moonlight he is immune to all damage.  

Actions

Multiattack. one bite and two claw.   Improved Multiattack. At 17th level, Glumbrand's Bite attack damage is now 2d8+Dex, and his claw attack is 2d6+Dex.   Bite. Melee Weapon Attack: 1d20+7 (+7) to hit, reach 5 ft., one target. Hit: 8 1d6+4 (1d6 + 4) piercing damage.   Claw. Melee Weapon Attack: 1d20+7 (+7) to hit, reach 5 ft., one target. Hit: 7 1d4+4 (1d4 + 4) slashing damage.   Cunning Action. At Level 2 Glumbrand's agility allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Bonus Actions

Stalk. At 1st Level While Glumbrand is in direct moonlight and as long as he stays within it, Glumbard can as a bonus action become invisible. Glumbrand will remain invisible as long as he moves at half speed. Also checks made with hearing to detect his presence are at disadvantage.   Astral Step. At 2nd level as a bonus action, Glumbrand can magically teleport up to 30 feet to an unoccupied space he can see. Glumbrand can use this trait a number of times equal to his proficiency bonus, and he regain all expended uses after returning to the Astral plane and resting for 8 hours. When in direct moonlight Astral Step gains the additional effect he may use. He can stun one creature as the light of the moon reflects off of his coat.The creature must make a wisdom saving throw, DC 14(8 + proficiency bonus + Wisdom modifier.) Constitution Saving Throw.   Coordinated Strike. At 6th level Gloom is adept at fighting in concert with a companion. As a bonus action he may give advantage to an ally attacking a creature, that target can be up to 30 feet away from Glumbrand, and Glumbrand can deal an extra 2d6 damage to it the creature next time Glumbrand hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.   Astral Ambush. At 11th level when Glumbrand uses Astral Step and hits with a bite or claw attack in the same turn, all attacks made by Glumbrand on that turn are considered a crit.


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