Leopard
- HP
- 24
- AC
- 14
- DR
- 0
- Attacks
- 1
- Attack
- 1d8+3
- Size
- Medium
- Alignment
- Wild Impartial (Seeker)
- Intelligence
- Animal (1)
- Saves
- Quick 4 / Tough 2 / Mind 0
Branches, broken roofs and high rocks give a leopard the narrow path it wants below. It waits until the last traveler passes beneath, drops onto shoulders and tries to drag one body away before the group can gather. Once concealment is lost, the cat rarely trades blows in the open; it climbs, circles and waits for darkness to hide it again.
Special Attack
Falling Ambush: slashing, melee 5 ft, +4 to hit, 1d8+3. When the leopard begins its turn above the target or concealed within 10 ft, the attack deals an additional 1d6 damage and the target makes a Quick save or is knocked down.
Special Defense
Tree Escape: a leopard climbs ordinary trees and rough walls without a roll. Bright light across the canopy or removing overhead cover prevents Falling Ambush. After suffering 10 damage in the open, it makes a Mind save and withdraws on a failure.