Phase Panther

A six-legged, tentacled panther that seems to stand a few feet from where it really is, hunting in packs with a hatred for every living thing.

Setting: Core Rules · Sources: Monstrous Manual; MC1 Volume I (w/binder #1)

Appearance

This rare magical predator looks like a long, sleek puma with six legs and the deep blue-black coat of a black panther. Two thick black tentacles sprout from its shoulders, ending in rough, horny ridges that tear flesh badly. Its eyes burn a vivid green, and they keep glowing after it dies. Females run 8 to 9 feet long and about 450 pounds; males reach 10 to 12 feet and up to 500 pounds.

Combat

A phase panther despises all life and attacks whatever it sees, lashing with its tentacles for 2d4 points of damage each. It uses its claws (1d3 each) and bite (1d8) only when close to death or when facing something very large.

Its real weapon is displacement: the beast always appears about 3 feet from its true spot, so attacks against it take a -2 penalty, and it saves as a 12th-level fighter with an extra +2 on the roll. Roll 1d10 to place the image relative to the real body: 1-5 ahead, 6-7 left, 8-9 right, 10 behind. Although the effect is magical, neither detect magic nor dispel magic exposes the real animal. Only true seeing does.

Habitat and Society

These carnivores keep well away from human lands. Except while raising cubs they roam in packs that cut a bloody path through the wilds, sometimes killing for sport. They never quarrel among themselves, and a pack works like a smooth, deadly machine, able to bring down many large creatures and happy to feast on orcs, goblins or parties of humans. Anything that strays into their range is prey.

Pairs mate in autumn and den in a cave, where 1-4 cubs arrive in spring. Newborns are housecat-sized and have no tentacles. They mature, though not to full size, within 4 months, staying in the den until their displacement is fully formed, and then spend two more months learning to hunt before the family splits up and each joins a different pack. While cubs are present the parents guard the lair fiercely: one, usually the mother, always stays behind while the other hunts and drags kills home. The den fills up with bones, gear and treasure.

Phase panthers loathe blink dogs with an undying hatred. Some sages blame clashing natures, the lawful good blink dog set against a savage destroyer. Others think the two creatures' teleporting and displacing powers irritate each other's nerves when close together. Their ranges rarely overlap, so fights are uncommon.

Ecology

Apart from trolls or giants, few large predators threaten them. Wizards and alchemists pay well for the hides, which go into certain magical mixtures. Thieves prize the rare eyes as lucky charms, believing they keep the wearer from being noticed.

More: Monsters starting with P · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainTemperate mountains
FrequencyVery rare
OrganizationPack
Activity CycleAny
DietCarnivorous
IntelligenceSemi-(2-4)
Treasure(D)
AlignmentLawful evil
No. Appearing2-5 (1d4+1)
Armor Class4
Movement15
Hit Dice6
THAC015
No. of Attacks2
Damage/Attack2-8 (2d4)/2-8 (2d4)
Special AttacksNil
Special Defenses-2 on opponent's attack roll
Magic ResistanceNil
SizeL (8-12' long)
MoraleElite (13-14)
XP Value975