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
DEFENSE
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
OFFENSE
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
STATISTICS
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.
SPECIAL ABILITIES
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.
ECOLOGY
Environment any forests, hills, mountains and plains
Organization solitary, pair or den (1–2 adults plus 1–4 cubs)
Treasure none
The great lynx is the king of magical animals, much like the lion is the king of animals, and therefore views itself as a guardian of all animals and magical beasts. It makes its home in nearly any region of the world, but most often in vast forests or deep jungles. Great lynxes are generally solitary creatures and are both excellent climbers and swimmers.
The great lynx, like other big cats, is territorial and a skilled solitary hunter. Most of its hunting is done during the daylight hours, though some choose to hunt only at night. Like other great cats, its diet generally consists of small animals such as rodents, birds, fish, and rabbits. During the winter months its diet includes larger prey such as elk or deer. Prey that is killed is partially eaten and the remaining carcass is buried in thick underbrush or snow during the winter season. The great lynx returns over a period of 1d6 days to finish its meal.
Great lynxes are generally solitary creatures, but they always seek out mates to perpetuate their species. If a den is discovered, it contains a male, female and 1d4 cubs. Cubs are generally ineffective and non-threatening in combat. Cubs are sometimes captured for the sole purpose of being sold on the market as pets and companions. However, those who do so rarely succeed and are generally hunted down and killed. If a great lynx’s cubs or mate is threatened, it enters a protective rage that increases its strength and stamina for a short time.
A great lynx has thick, dark brown fur with spots and stripes. Its short tail is ringed and tipped with black fur. Its pointed ears are tipped with tufts of long black hairs and its eyes range from green to gray to brown. Its paws are large and covered with thick fur. This helps the lynx distribute its weight when moving across snowy terrain and make great strokes when swimming. The average lynx is 3-1/2 feet to 4 feet at the shoulder, 10 feet long, and weighs 1,200 pounds.
Giant lynxes stalk their prey and prefer to strike from ambush or use their innate spell-like abilities to aid them. They primarily use their bite attack in combat, only relying on their claws if they must. A great lynx goes for the “kill shot” at first opportunity against its quarry, attempting to sink its teeth into its opponent’s throat.