Chavonth D20

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Size/Type:Large Animal
Hit Dice:8d8+24 (60 hp)
Speed:40 ft. (8 squares)
Armor Class:19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple:+6/+17
Attack:Claw +13 melee (1d8+7)
Full Attack:4 claws +13 melee (1d8+7) and bite +11 melee (2d6+4)
Space/Reach:10 ft./5 ft.
Special Attacks:Improved grab, pounce, rake (1d8+4)
Special Qualities:Low-light vision, scent, unsettling presence
Saves:Fort +9, Ref +10, Will +3
Abilities:Str 25, Dex 18, Con 17, Int 2, Wis 12, Cha 6
Skills:Balance +8, Hide +5*, Listen +3, Move Silently +11, Survival +3, Spot +3, Swim +12
Feats:Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack(b)
Environment:Warm and temperate forests
Organization:Solitary or pair
Challenge Rating:7
Advancement:8-16 HD (Large), 19-24 HD (Huge)
Level Adjustment:

The chavonth is a powerful six-legged hunting cat with fur of blue, gray, and black arranged in a hexagonal pattern. Their eyes are a deep crimson, and reflect light at night from the shadows. Chavonths have an unsettling presence, and are quite treacherous predators.


Chavonths pounce onto their prey and tear into their victims with their teeth and claws.

Improved Grab (Ex): To use this ability, a chavonth 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 chavonth charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +13 melee, damage 1d8+4.

Unsettling Presence (Ex): The chavonth's very presence is unsettling to foes. It takes effect automatically when the chavonth performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 30 feet who witness the action may become shaken for 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the chavonth has. An affected opponent can resist the effects with a successful Will save (DC 12). An opponent that succeeds on the saving throw is immune to that same chavonth's unsettling presence for 24 hours. The Save DC is based on the chavonth's Charisma.

Skills: Chavonths have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Open Gaming Content

The following is designated at Open Game Content in accordance with the Open Gaming License v1.0a:

All gaming stats listed above, except the name and description, which is considered Product Identity and protected by the copyrights of Kenneth Bulmer.


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

D20 System Rules and Content Copyright 2000, Wizards of the Coast, Inc.; Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

Open Game Content for the D20 System statistics for the chavonth, graint, leem and zorca © 2005, Jason D. Kemp.

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