Fiery Leopard
CREATURE 1 +6; low-light vision, scent (imprecise) 30 feet
Acrobatics +8, Athletics +6, Stealth +8
Str +1, Dex +3, Con +1, Int -4, Wis +1, Cha -2
AC 17; Fort +6, Ref +8, Will +4
HP 20; Immunities fire; Weaknesses cold 5
Fiery Pelt
Creatures that start their turn grabbed by a fiery leopard take 1d4 fire damage. Anyone attempting to grapple a fiery leopard takes 1d4 fire damage for each attempt.
30 feet, climb 20 feet
Melee Jaws +8 (finesse, unarmed), Damage 1d8+1 piercing plus 1 fire plus Grab
Melee Claw +8 (agile, finesse, unarmed), Damage 1d4+1 slashing plus 1 fire
Grab
The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Pathfinder Adventure: The Fall of PlaguestoneOGL