The Vantage Catamount (chimera echidnaoapsrion vantagi) is a subspecies of monstrosities spawned by the ancient greek immortal, Echidna. While many of her offspring gained noteriaty in the mediterranian region of the old world, over the millenium her genetic legacy has spread accross the Ring of Fire and Dragons1. Here in the eastern foothills of the Ryopytavs, the catamount is one such unnatural chimera become indiginious.
A typical tripartate chimera, the Vantage Catamount has the head, forelegs and body of a cougar, the head and wings of a lesser wyvern, finishing with the tail and quills of a porcupine.
In addition to its' physical form, each creature in this chimeric combination contribute behavioural traits. The cougar brings stealth and patience in hunting. The wyvern's violent temperment and tenacious cunning makes it a terrifying foe. The porcupine contributes considerable defense instincts, making this creature almost impossible to surprise.
Vantage Catamount
large monstrosity, chaotic evil
Armor Class = 14 (natural armor)
Hit Points114 (12d10 + 48)
Speed 30 ft., fly 60 ft.
Str |
Dex |
Con |
Int |
Wis |
Char |
19 (+4) |
11 (+0) |
19 (+4) |
3 (-4) |
14 (+2) |
10 (+0) |
Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages ---
Challenge 6 (2,300 XP)
Actions
Multiattack. The catamount makes three attacks: one with its bite, one with its claws, one with its tail.
Bite. Melee Weapon Attack +7 to hit, reach 10 ft. one target.
Hit 11 (2d6 +4) piercing damage.
Claw. Melee Weapon Attack +7 to hit. reach 5 ft. one target. Hit: 13 (2d8 +4) slashing damage.
Tail. Melee Weapon Attack +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Scream (1/Day). The cougar head lets out a terrifying hunting scream. This scream has no effect on constructs and undead. All other creatures within 30 feet of it that can hear it must make a DC13 Wisdom saving throw.
On a failure, a creature must drop everything it is holding, and blindly dash in a straight line away from the catamount for 3 rounds. If the creature ends its movement where it can't see the catamount, it can make another Wisdom saving throw.
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