The grass does not move. Nothing moves. Then the cat is there — between you and the treeline — and you did not see it arrive. It is watching you with professional assessment.
Framework Note — Five Species #
| Species | HD | CR | Speed | Key Feature |
|---|---|---|---|---|
| Mountain Lion | 3+2 | 2 | 150 ft | Dungeon-tolerant; widest terrain range |
| Panther | 4 | 3 | 210 ft | Fastest; short-burst sprint predator |
| Lion | 5 | 4 | 150 ft | Pride hunting; male mane distinction |
| Tiger | 6 | 5 | 150 ft | Woodland surprise 1–4 on d6; largest common cat |
| Sabre-Tooth Tiger | 8 | 7 | 150 ft | Lost world; prehistoric scale; Treasure Type V |
All five species share the Universal Great Cat Behavioral Profile below. Individual stat blocks and special notes follow.
Universal Great Cat Behavioral Profile #
The RC establishes a shared behavioral framework for all great cats. This drives every encounter before combat begins.
Default Behavior — Avoidance #
Great cats “normally only attack their natural prey, small herd-beasts.” Against humanoids:
- Default response to party encounter: The cat watches, assesses, and withdraws if it has an escape route
- Will not attack unless: (a) extreme hunger, (b) trapped with no escape, or (c) fleeing prey triggers the chase response
- First contact: The cat is likely already aware of the party before the party spots it. It has been observing, deciding. If it decides to leave, it leaves — the party may never know it was there
The Chase Response — Non-Negotiable #
“They will always chase a fleeing prey.” This is absolute. Any party member who runs from a great cat triggers an immediate pursuit. The cat’s Morale becomes irrelevant for pursuit — even a cat that was considering withdrawal will chase the moment someone runs.
Mechanical implementation:
- Any character who uses Retreat or Withdrawal against a great cat triggers the chase
- The cat pursues at full speed until the target is caught, escapes beyond the cat’s persistence range (approximately 400–600 ft in open terrain), or the cat abandons the chase after 1d4+2 rounds if the target remains ahead
The tactical lesson: Against a great cat, holding ground is safer than running. A character who retreats slowly (Withdrawal maneuver) rather than fleeing does not trigger the chase response. Running — using the Retreat maneuver or simply sprinting — does.
Curiosity #
“They are very inquisitive and may follow a party out of curiosity.” This is not aggression — it is predatory assessment. A great cat that follows at 60–100 ft distance is cataloguing the party:
- How many? How large?
- Any injured members? (Injured characters detected at double range through scent)
- Are they prey or threat?
A followed party that does not run (and therefore does not trigger the chase) may travel with a curious great cat trailing them for 1d6 hours. The cat’s eventual decision: retreat (party is too large/strong) or attack (party is reduced or shows vulnerability).
Caves and Dungeons #
“Great cats rarely go deeply into caves and usually remember a quick escape route to the outdoors.”
DM implementation:
- Mountain Lions: Will follow party into dungeons, up to 3–4 rooms deep from any entrance
- Panthers and Lions: Will enter caves one room deep only
- Tigers: Will not enter caves voluntarily
- Sabre-Tooth Tigers: Will not enter caves voluntarily
The escape route instinct: Even when inside a cave, the great cat keeps its body oriented toward the exit. It will not position where the party blocks its retreat route. A party that consciously moves to cut off the cat’s exit changes the cat’s behavioral profile from “cautious predator” to “trapped animal” — Morale escalates to 10 and the cat fights with full ferocity.
Hug Mechanic — All Great Cats #
All great cats share the bear-style hug — if both claw attacks hit the same target in one round, the cat rakes the victim with its rear claws for 1d8 additional damage in that same round. This is the classic big-cat killing technique — claws grip the prey while powerful rear legs rake the abdomen.
- Both front claw attacks must hit the same target
- Additional 1d8 rake damage applies immediately (same round)
- AV applies to the rake damage
Shared AC/AV Philosophy #
| Species | AC | AV Melee | AV Missile |
|---|---|---|---|
| Mountain Lion | 13 | 1 | 0 |
| Panther | 13 | 1 | 0 |
| Lion | 13 | 1 | 0 |
| Tiger | 13 | 1 | 1 |
| Sabre-Tooth Tiger | 14 | 2 | 1 |
All five species use AC 6 (descending) = AC 13 ascending, except the Sabre-Tooth which has AC 6 = AC 14 (slightly tougher prehistoric hide). AV scales with size — smaller cats have thinner hide, larger/prehistoric cats have meaningfully denser hide.
The great cat’s AC reflects agility and unpredictability of movement rather than armor. They are sleek, fast, and their attacks come from unexpected angles — AC 13 for most species is the natural result of being a large predator that moves constantly.
Mountain Lion #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 3d8+2 (avg 16 HP) |
| AC | 13 |
| AV | 1 (melee) / 0 (missile) |
| HR | +3 |
| FR | +3 |
| FD | 12 |
| Move | 150 ft (50 ft encounter) |
| Attacks | 2 claws (1d3/1d3) + 1 bite (1d6) — hug (1d8) if both claws hit |
| No. Appearing | 1d4 (1d4) |
| Save As | Fighter 2 |
| Morale | 8 |
| Treasure | Type U |
| CR | 2 |
| Size | Medium |
| XP | 50 |
Skill Slots (3 total) #
| Slot | Skill | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +3 |
| 2 | Alertness (Basic) | Cannot be surprised in mountain/forest/desert terrain; detects prey at 120 ft through scent and movement |
| 3 | Climb Walls (Basic) | Mountain lions are genuinely capable climbers — rocky terrain, cliff faces, and dungeon walls are navigable at half speed (75 ft / 25 ft encounter). This is the ability that allows them to follow parties deeper into caves than other great cat species |
Mountain Lion Notes #
Widest terrain range: Mountain, forest, desert — any terrain with cover and verticality. The mountain lion’s climbing capability and cave tolerance make it the great cat most likely encountered in dungeon-adjacent wilderness.
Morale 8 vs. other species: Slightly more cautious than the lion or tiger (Morale 9). Will break off sooner when seriously wounded.
Panther #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 4d8 (avg 18 HP) |
| AC | 13 |
| AV | 1 (melee) / 0 (missile) |
| HR | +4 |
| FR | +3 |
| FD | 13 |
| Move | 210 ft (70 ft encounter) |
| Attacks | 2 claws (1d4/1d4) + 1 bite (1d8) — hug (1d8) if both claws hit |
| No. Appearing | 1d2 (1d6) |
| Save As | Fighter 2 |
| Morale | 8 |
| Treasure | Type U |
| CR | 3 |
| Size | Medium |
| XP | 75 |
Skill Slots (3 total) #
| Slot | Skill | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +4 |
| 2 | Alertness (Basic) | As mountain lion |
| 3 | Sprint (innate) | The panther’s 210 ft move is 40% faster than most other great cats. In pursuit, it closes 70 ft per round vs. a fleeing character’s 40 ft maximum (at full run). Over 3 rounds a panther covers 210 ft more than a fleeing character — overtaking most humanoids within 2–4 rounds of chase. Sprint does not sustain indefinitely: After 6 rounds at full speed the panther tires; movement drops to 120 ft (40 ft encounter) for the next 1d4 turns. The panther knows this and hunts in short explosive bursts |
Panther Notes #
Speed is the encounter’s defining feature. The panther at 210 ft outpaces every humanoid in the game. A party that runs from a panther is caught within 2–4 rounds in open terrain. This makes the universal great cat behavioral rule (“always chase fleeing prey”) particularly dangerous for the panther — the chase will succeed against any character who is not already far ahead when running begins.
Black fur: “Usually black-furred” — in woodland or night conditions the DM may extend the panther’s surprise chance to 1–3 on d6 (like the tiger) based on darkness and cover, even though the RC does not specifically state this. DM adjudication.
Lion #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 5d8 (avg 23 HP) |
| AC | 13 |
| AV | 1 (melee) / 0 (missile) |
| HR | +4 |
| FR | +4 |
| FD | 14 |
| Move | 150 ft (50 ft encounter) |
| Attacks | 2 claws (1d4+1/1d4+1) + 1 bite (1d10) — hug (1d8) if both claws hit |
| No. Appearing | 1d4 (1d8) |
| Save As | Fighter 3 |
| Morale | 9 |
| Treasure | Type U |
| CR | 4 |
| Size | Large |
| XP | 175 |
Skill Slots (4 total) #
| Slot | Skill | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +4 (+1 from STR modifier for the claw damage bonus, included) |
| 2 | Alertness (Basic) | As above |
| 3 | Pride Tactics (innate, social) | Lions hunt in coordinated prides (groups). See Pride section below |
| 4 | Intimidation (Basic) | The male lion’s roar forces a Morale check (–1 penalty) from any prey of 3 HD or fewer that hears it within 200 ft. Used before the pride’s rush to scatter or panic prey |
Pride Hunting #
The lion’s defining ecological feature. A pride encounter (1d8 in lair) includes:
- 1 dominant male (the maned one, +1 HD, Intimidation ability)
- 1–3 adult females (standard statistics)
- Remainder: sub-adults and young (not in combat encounters unless lair is assaulted)
Coordinated hunt mechanics: When a pride hunts as a group (3+ lions):
- The dominant male uses Intimidation to scatter the prey group
- Females flank from both sides simultaneously
- Each lion targets a different prey animal/character
- The pride benefits from flanking: +1 HR for any lion attacking a target that was already attacked this round by another lion
Female lions: No mane. No visible distinction from sub-adults at distance. The females are the primary hunters — the male’s role is territorial defense and intimidation, not the hunt itself.
Lion Terrain #
Savanna, brush lands, warm climates near deserts. The lion encounter is the defining encounter for African-analog settings in BECMI campaigns.
Tiger #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 6d8 (avg 27 HP) |
| AC | 13 |
| AV | 1 (melee) / 1 (missile) |
| HR | +5 |
| FR | +4 |
| FD | 15 |
| Move | 150 ft (50 ft encounter) |
| Attacks | 2 claws (1d6/1d6) + 1 bite (2d6) — hug (1d8) if both claws hit |
| No. Appearing | 1 (1d3) |
| Save As | Fighter 3 |
| Morale | 9 |
| Treasure | Type U |
| CR | 5 |
| Size | Large |
| XP | 275 |
Skill Slots (4 total) #
| Slot | Skill | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +5 |
| 2 | Stealth — Woodland (Expert) | Surprise 1–4 on d6 in woodlands specifically. The tiger’s striped pattern creates disruptive camouflage in dappled light through trees and tall grass. Expert Stealth in appropriate terrain |
| 3 | Alertness (Skilled) | Cannot be surprised; detects prey at 150 ft; +2 to Initiative in woodland terrain. The tiger is the most alert of the common great cats |
| 4 | Ambush Specialist (innate) | When attacking from stealth (the surprise round), the tiger gains +2 HR on the first attack and targets the most isolated party member. All first-round attacks count as charge attacks if the tiger was stationary (Deal double damage on first claw hit) |
Tiger Notes #
Surprise 1–4 in woodlands: The most significant special ability among the common great cats. In forest or tall-grass terrain the tiger is invisible until it moves — the striped pattern is evolutionary perfection for breaking up outline recognition in dappled light.
Solitary: No. Appearing 1 (1d3 in lair). Unlike lions, tigers are solitary hunters. A lair encounter of 1d3 represents a mated pair plus one subadult, or three independent tigers whose territories overlap at a resource-rich point.
Size: The largest of the commonly found great cats. The 2d6 bite damage reflects significantly larger jaw muscles than the mountain lion or panther.
Sabre-Tooth Tiger #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 8d8 (avg 36 HP) |
| AC | 14 |
| AV | 2 (melee) / 1 (missile) |
| HR | +6 |
| FR | +5 |
| FD | 17 |
| Move | 150 ft (50 ft encounter) |
| Attacks | 2 claws (1d8/1d8) + 1 bite (2d8) — hug (1d8) if both claws hit |
| No. Appearing | 1d4 (1d4) |
| Save As | Fighter 4 |
| Morale | 10 |
| Treasure | Type V |
| CR | 7 |
| Size | Large |
| XP | 650 |
Skill Slots (5 total — 8 HD = 4 base + 5 at 9 HD; adjusted to 5 for very rare prehistoric animal) #
| Slot | Skill | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +6 |
| 2 | FR Investment (Basic) | FR +5; the sabre-tooth uses its fangs as gripping tools — once it has a bite on prey, it attempts to hold and bring it down |
| 3 | Alertness (Skilled) | Cannot be surprised; detects prey at 200 ft |
| 4 | Endurance (Expert) | The sabre-tooth’s Morale 10 reflects more than aggression — it has the physiological endurance to sustain combat far longer than modern great cats. Expert Endurance means no combat fatigue penalties and sustained pursuit for up to 1 mile at full speed |
| 5 | Intimidation (Skilled) | The sabre-tooth’s size and famous fangs produce an overwhelming threat display. Creatures of 5 HD or fewer seeing it for the first time must Save vs. Spells or suffer –2 HR and –2 to saves for 1d4 rounds from sheer terror |
Sabre-Tooth Notes #
Prehistoric scale: At 8 HD with 2d8 bite and 1d8 claw attacks, the sabre-tooth is significantly beyond the other great cats. The bite damage (2d8 = avg 9 per hit) from the oversized fangs is its defining feature — the fangs are used to drive downward into prey’s neck or spine.
The fang grip: When the sabre-tooth bites and succeeds (standard HR roll), it may attempt a Wrestling Grip as a free action (FR +5 vs. target FD). If the grip succeeds, the sabre-tooth maintains fang contact — the target takes 1d6 crushing/lacerating damage per round automatically while the grip is held. The sabre-tooth continues to claw with its front legs while maintaining the bite grip. This is the prehistoric predator’s killing technique.
Lost world context: “Mostly extinct, except in ‘lost world’ areas.” Encountering a sabre-tooth means the party has wandered into prehistoric territory. Other extinct megafauna will be nearby.
Morale 10: The sabre-tooth does not retreat. It fights until it or the prey is dead — apex predator confidence from millions of years at the top of the food chain without effective natural competition.
Treasure Type V: Lost world areas contain richer treasure than standard wilderness — the accumulated equipment of explorers and adventurers who entered and did not return. Type V includes gems, jewelry, and potentially magic items from prehistoric hoards.
Encounter Statistics Summary #
| Species | Total Avg Damage (no hug) | With Hug (both claws) | CR |
|---|---|---|---|
| Mountain Lion | 1d3+1d3+1d6 = ~9 avg | +1d8 (~13.5 avg) | 2 |
| Panther | 1d4+1d4+1d8 = ~12 avg | +1d8 (~16.5 avg) | 3 |
| Lion | (1d4+1)×2+1d10 = ~15 avg | +1d8 (~19.5 avg) | 4 |
| Tiger | 1d6+1d6+2d6 = ~17 avg | +1d8 (~21.5 avg) | 5 |
| Sabre-Tooth | 1d8+1d8+2d8 = ~22 avg | +1d8 (~26.5 avg) | 7 |
Habitat Summary #
| Species | Primary Terrain | Dungeon Tolerance |
|---|---|---|
| Mountain Lion | Mountain, forest, desert | 3–4 rooms deep |
| Panther | Plains, forest, shrublands | 1 room deep |
| Lion | Savanna, brush land, warm desert edges | 1 room deep |
| Tiger | Forest, woodland, cooler climates | Will not enter |
| Sabre-Tooth | Lost world areas | Will not enter |
Shared Ecology Notes #
All great cats: Solitary or small groups (except lions). Territory-based. Hunt primarily at dawn and dusk. Detect wounded prey at double range through scent. Will not eat carrion from prey they did not kill (unlike hyenas — great cats are status-conscious about their kills).
The wound-scent interaction: A party with injured members (any character below full HP from unhealed wounds) is detectable by great cats at double range. Treating wounds before camping reduces this risk. The great cat’s decision to follow or attack is influenced by injury signals — a wounded party member significantly increases the probability of attack.
After a kill: A great cat that kills prey feeds for 1d4 hours and then rests nearby for 1d6 hours before moving. A party that returns to the site of a great cat kill during this period finds the cat present, fed, and defensive of its meal — this is actually more dangerous than a hunting cat, as defending a kill triggers Morale 10 behavior.
Encounter Notes #
Running the behavioral sequence:
- Party enters great cat territory
- Cat detects party (distance depends on species range; wounded members detectable at 2×)
- Cat watches from concealment, assessing
- Cat makes behavioral decision: withdraw / follow / attack
- If attack: use tiger woodland surprise (1–4) or standard surprise (1–2) for other species
- If party member runs: chase response triggers immediately regardless of prior decision
The “do not run” principle: Applicable to all great cats but most critical against the panther (210 ft — will catch any fleeing character) and tiger (woodland surprise means the chase starts from ambush position). Holding ground, making noise, appearing large — all improve outcomes over running.
Making noise as deterrent: Loud noise (shouting, metal on metal, a war drum) may trigger a Morale check from great cats before attack commitment. A cat at Morale 8 (mountain lion, panther) checks Morale when facing a party that makes sustained aggressive noise AND holds position. A cat at Morale 10 (sabre-tooth) does not check.
