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Squall Panther




The forelimbs of this jet-black cat also sport bat-like wings that attach to the creature's flanks. Despite the extra flesh, the squall panther is still a graceful and swift predator. Distressingly, it is deadly quiet while in flight. The gusts produced by its wings are concentrated enough to know prey off of its feet and even extinguish unprotected light sources.

Squall Panther

large beast, unaligned

Armor Class 13

Hit Points 37 (5d10 + 10)

Speed 30ft

Fly 40ft (hover)

Str 15 Dex 17 Con 14 Int 4 Wis 11 Cha 6

Skills Perception +2, Stealth +5

Senses darkvision 60 ft., passive Perception 12

Languages-

Challenge 2 (450 XP)

Pounce.

If the squall panther 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 12 Strength saving throw or be knocked prone. If the squall panther flew at least 20 feet straight toward a creature and then hits with a claw attack, the target has Disadvantage on the strength saving throw. If the target is prone, the squall panther can make one bite attack against it as a bonus action.

Keen Senses.

The squall panther has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage

Claws.

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage

Wind Shear (Recharge 6).

The squall panther beats its wings and creates a line of strong wind 30 feet long and 10 feet wide blasts in a direction of its choses. Each creature that starts its turn in the line must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the squall panther in a direction following the line.


Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the squall panther.


The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. At the start of each of its turns, the squall panther may choose to continue the wind shear. If it does, the squall panther has the Restrained condition and can only use its bite attack. It can, as a bonus action, also change the direction of the effect. If the squall panther chooses not to continue the wind shear the effect ends and it cannot use wind shear again until recharged.

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