Leopardfolk (Noble)

Medium humanoid (leopardfolk), chaotic evil

Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 11 (+0) 15 (+2) 16 (+3) 16 (+3)

Skills Athletics +2, Perception +5, Stealth +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Feline Agility. When the leopardfolk moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the leopardfolk can’t use it again until it moves 0 feet on one of its turns.

ACTIONS

  • Multiattack. The leopardfolk makes two attacks with its claws or its spear.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
  • Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated.

ABOUT

This leopard-like humanoid has wicked claws and is covered in spots.

Leopardfolk once lived on Partrippany Island, where many of them were scattered to the waves by a terrific storm. Some survive on islands scattered across the Nonestic Ocean, terrorizing all they cross. They enslave sentient beings they can catch and eat everything else.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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