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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH CHEETAH

 

Medium Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

3d8+6 (19 hp)

Initiative:

+4

Speed:

50 ft. (10 squares)

Armor Class:

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

Base Attack/Grapple:

+2/+5

Attack:

Bite +6 melee

Full Attack:

Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Trip, smite evil

Special Qualities:

Low-light vision, scent, sprint, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Saves:

Fort +5, Ref +7, Will +2

Abilities:

Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6

Skills:

Hide +6, Listen +4, Move Silently +6, Spot +4

Feats:

Alertness, Weapon Finesse

Environment:

Any Evil-aligned plane

Organization:

Solitary, pair, or family (3–5)

Challenge Rating:

2

Alignment:

Always evil (any)

Advancement:

4–5 HD (Medium)

Level Adjustment:

+2

Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds.

Combat

Cheetahs make sudden sprints to bring down prey.

Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.

Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.

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