Great Lynx (CR 11)

This large cat is highly intelligent and resembles a giant lynx, with huge powerful paws, sharp teeth, and tremendous speed and agility. 

XP 12,800
CG Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +26


AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, –1 size)
hp 133 (14d10+56)
Fort +13, Ref +14, Will +7
DR 10/cold iron; Immune poison; Resist cold 10


Speed 50 ft., climb 20 ft., swim 30 ft.
Melee 2 claw +23 (2d6+8 plus grab), bite +23 (2d8+8/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks grab, pounce, rake (2 claws +23; 2d6+8)
Spell-Like Abilities (CL 14th, concentration +16)
At will–calm animal (as a free action), speak with animals
3/day–animal messenger, animal trance, change shape (Small, Medium or Large animals only)
1/day–telepathic bond, tree stride


Str 27, Dex 21, Con 19, Int 16, Wis 17, Cha 15
Base Atk +14; CMB +23 (+27 grapple); CMD 28 (32 vs.trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +26, Climb +20, Perception +26, Stealth +32 (+36 in heavy undergrowth or tall grass), Swim +28, Survival +12 (+16 when
tracking by scent); Racial Modifiers +8 Acrobatics, +4 Stealth (+8 in heavy undergrowth or tall grass), +8 swim 
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.


Ferocity (Ex) 

A great lynx can remain conscious and continue fighting even if its hit point total falls below 0. A great lynx is still staggered at 0 hit points or lower and loses 1 hit point each round as normal. 

Protective Rage (Ex) 

When a cub or mate of a great lynx takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4 Constitution and +4 Strength, but takes a –2 penalty to its AC, and the damage from its natural attacks increase to the next damage category (2d6 to 2d8, 2d8 to 3d6, and so on). The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. In addition, if the great lynx is an animal companion to a master (like the ability granted by a druid's nature bond or a ranger's hunter's bond), the protective rage also applies to its master

Sprint (Ex) 

Once per hour, a great lynx can move at 10 times its normal speed (500 feet) when it makes a charge.

Swift Tracker (Ex) 

A great lynx can move at its normal speed while using Survival to follow tracks without taking the normal –5 penalty. It takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. 

Trackless Step (Ex) 

A great lynx leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.

Woodland Stride (Ex) 

A great lynx may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect it. 


Environment any forests, hills, mountains and plains
Organization solitary, pair or den (1–2 adults plus 1–4 cubs)
Treasure none