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  SYSTEM REFERENCE DOCUMENT 3.5  
LEOPARD

 

Medium Animal

Hit Dice:

3d8+6 (19 hp)

Initiative:

+4

Speed:

40 ft (8 squares), climb 20 ft.

Armor Class:

15 (+4 Dex, +1 natural), touch 14, flat-footed 11

Base Attack/Grapple:

+2/+5

Attack:

Bite +6 melee (1d6+3)

Full Attack:

Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Improved grab, pounce, rake 1d3+1

Special Qualities:

Low-light vision, scent

Saves:

Fort +5, Ref +7, Will +2

Abilities:

Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills:

Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6

Feats:

Alertness, Weapon Finesse

Environment:

Warm forests

Organization:

Solitary or pair

Challenge Rating:

2

Advancement:

4–5 HD (Medium)

Level Adjustment:

These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.

Combat

Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d3+1.

Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

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