- Large, Beast
- Lawful Evil
- CR 6
- AC 16 (Natural Armor)
- HP 95 ((10d10 + 40))
Skills
- acrobatics+7
- stealth+7
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
- Charmed
- Frightened
Speed
- basic - 40ft
- climbing - 30ft
- swimming - 20ft
Senses
- darkvision - 60ft
- Passive Perception+12
Languages
Anti-Coagulant Venom. The Panthrall has a venom that prevents blood from clotting, delaying the healing process even by supernatural means. Creatures dealt damage by the Panthrall’s Bite attack cannot regain hit points until the start of the Panthrall’s next turn.
Active Camouflage. The black and purple stripes covering the Panthrall’s body shift and adjust to its surrounding, allowing it to melt into its environment and stalk prey. The Panthrall has advantage on stealth checks against creatures that are not aware of its presence.
Multiattack. The Panthrall makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) slashing damage.
Hypnotic Stripes. The Panthrall shifts the black and purple stripes on its body in a mesmerizing pattern. Each creature within 40ft of the Panthrall that sees it must make a Wisdom saving throw DC 15. On a failed save, the creature becomes charmed for 1 minute. While charmed by this ability, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. The Panthrall must maintain concentration to keep this effect active.
The Panthrall is the legendary apex predator of the Valajere Jungle that resembles a large purple tiger. It exists Among the dense foliage teeming with predators. The Panthrall, however, strikes the most fear into the small villages that dot the perimeter of the ancient jungle due to its particularly cruel method of dispatching prey, of which almost exclusively consists of humanoids. After stalking a group of prey, sometimes for days, waiting for the perfect moment the Panthrall leaps from cover and paralyzes its victims with the shifting patterns on its body. The deep purple coat and black stripes shift and undulate creating moving tessellations that stupefy those who see it. After successfully putting the group of prey in a trance, it picks off individuals one at a time.
The Panthrall itself does not carry treasure but its venom sack can be drained into a vial with a survival check DC 14. There is enough venom collected to be applied on up to two non-magical weapons by an alchemist, changing their attributes.
Panthrall's Nail
The adventurers are ushered into the shaman’s tent. Lying before the shaman is a young villager, unconscious and sweating profusely with a strained expression. The shaman explains to the adventurers that the child doesn’t have much time. After being stung by a vicious semi-sentient plant the child’s blood is slowly congealing in their body. The only known cure is the venom from Panthrall, the fabled predator in the Valajere Jungle. The adventurers are asked to venture into the ancient jungle and collect the venom. This is possible by breaking off one of the teeth in its mouth or draining the venom sac from the beast. One solution requires subduing the Panthrall, the latter requires killing it. The village has little material wealth among them to repay the adventurers but may offer blessings or rites of power in exchange for completing the task.