Cugarrig

Andrew D. Gable

First Post
CUGARRIG (Primal Dire Lion)
Huge Magical Beast

Hit Dice: 24d10+267 (507 hp), dying/dead -11/-33
Initiative: +11 (-2 size, +9 Dexterity, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 19 (–2 size, +2 Dex, +9 natural), touch 10, flat-footed 17
Base Attack/Grapple: +24/+44
Attack: Claw +38 melee (1d6+14) or bite +38 melee (1d8+14) or paw +38 melee (1d6+14 subdual)
Full Attack: 2 claws +38 melee (1d6+14) and 3 bites +33 melee (1d8+7) or 2 paws +38 melee (1d6+14 subdual)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, pounce, rake 1d6+7, spell-like abilities
Special Qualities: Fast healing 10, low-light vision, scent, spell resistance 27, wild empathy
Saves: Fort +25, Ref +23, Will +11
Abilities: Str 39, Dex 29, Con 33, Int 12, Wis 12, Cha 22
Skills: Climb +14, Hide +10, Intimidate +13, Jump +20, Listen +17, Move Silently +24, Search +21, Spot +20, Survival +4
Feats: Alertness, Greater Weapon Focus (claw), Improved Initiative, Iron Will, Run, Stealthy, Toughness, Track, Weapon Focus (claw)
Environment: Any forest
Organization: Unique
Challenge Rating: 16
Treasure: None
Advancement: -

From out of nowhere, something massive strikes your back. You look up to see a gigantic, grizzled black wildcat, its jaws bloodied by whatever unfortunate creature it consumed last. Its three heads let out menacing roars as it bounds across the clearing.

Hushed tales told in the taverns of lands across the world tell of the Cugarrig, the "king of lynxes", and the few who have encountered it and lived to tell the tale. The monster haunts the darkest and most primal forests of the world. Travellers through forests where the creature’s presence has been especially noted are advised to keep their heads down and eyes averted should they encounter the fabled beast. But even heeding this warning does not always save them from its jaws and talons.

Rather than attacking a victim outright, the Cugarrig may choose to toy with it and torture it, acting much like its smaller relatives with a captured mouse. After its game is done (anywhere from hours to weeks later), the Cugarrig almost always kills its prey. Some travelers have reported that the creature is garrulous at times, and may engage its "victim" in conversation and release it unharmed. Those who live in the areas it haunts, however, dismiss such tales as fantasy and bravado.

The taverners’ tales do not agree on what exactly the Cugarrig is. Some say it is a particularly savage force of nature, an elemental creature of some sort. Others, meanwhile, say it is a servitor or even a lesser avatar of some bloodthirsty god of nature, and some even claim that it is a demon lord exiled from the Hells. Learned sages listen to these stories and sniff with contempt, knowing full well that it is only a primal beast, a creature that survived the ancient deluge that ended a civilization.

The Cugarrig speaks Common, Elven, Giant, Gnome, and Sylvan.

Combat
The Cugarrig often stalks its prey for hours before finally making its opening attack. It usually runs at its prey, leaping upon it and clawing it or striking it with a paw.

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

Rake (Ex): Attack bonus +12 melee, damage 1d6+7.

Wild Empathy (Ex): The Cugarrig receives the wild empathy class feature as a 24th-level druid. The Cugarrig’s variant applies only to felines and feline monsters (such as displacer beasts and weretigers), however.
 

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