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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Paka Manhunter CR: 4

Medium humanoid (shapechanger), typically chaotic evil
Armor Class: 17 (Studded Leather Armor)
Hit Points: 44 (8d8 + 8)
Speed: 40 ft

STR

8 -1

DEX

20 +5

CON

12 +1

INT

17 +3

WIS

11 +0

CHA

15 +2

Saving Throws: Strength +2, Dexterity +8
Skills: Acrobatics +11, Animal Handling +3, Athletics +5, Deception +5, Nature +6, Perception +3, Stealth +11, Survival +6
Senses: Passive Perception 13
Languages: Common, Aumes (native Paka dialect), & three other common languages.
Challenge Rating: 4 ( 1100 XP XP)
Proficiency Bonus: +3

Shapechanger. The paka can use its action to polymorph into a humanoid form, or back into its true form, which is a feline-humanoid hybrid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Canine Antipathy. The paka has disadvantage on all Wisdom (Animal Handling) checks when interacting with canine creatures, such as dogs, wolves, and worgs. The paka also has disadvantage on all Charisma skill checks when dealing with humanoid races with canine attributes, including werewolves.

Favored Enemy. The paka has advantage on Wisdom (Survival) checks to track humans and on Intelligence checks to recall information about them.

Fighting Style - Archery. The paka has a +2 bonus to attack rolls made with ranged weapons (already calculated with longbow attacks).

Hunter's Prey - Horde Breaker. Once on each of the paka's turn when it makes a weapon attack, it can make another attack with the same weapon against a different creature that is within 5' of the original target and within range of the paka's weapon.

Pounce. If the paka moves at least 20' straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the paka can make one melee attack against it as a bonus action.

Actions

Multiattack. If the paka takes the attack action, it can either make two rapier attacks, two claw attacks, or two longbow attacks.

Rapier. Melee Weapon Attack: +8 to hit, 5' reach, one target. Hit: 9 (1d8 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +10 to hit, 150'/600' range, one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, 5' reach, one target. Hit: 8 (1d6 + 5) slashing damage.

Feline Allies. The paka can establish a telepathic bond with any feline beast within 50' of itself. Once the bond is established, the paka can see through the beast's eyes and hear what it hears as a free action, gaining the benefits of any special senses that the beast has. As a bonus action, the paka can command the beast to perform an action on the beast's next turn, including attack. The bond is broken if the beast moves more than 50' from the paka.

Lick Wounds (3/day). The paka can heal itself or an ally for 1d8 HP.

Suggested Environments

Forest, Hills; any temperate climate


Created by

Baron_Imperious2.

Statblock Type

Monster

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