[top]LEONAL

CR 12
HP 114, hd12d8+60
AC 27 (+3 Dex, +14 natural), touch 13, flat-fooded 24
Fort +13 (+17 against poison), Ref +11, Will +10
Speed 60 ft. (12 squares)
Initiative +3
Spot , Listen
Standard attacks
BAB +12, Grapple +20
Attacks
Full attack: 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)
Special Attacks/Qualities
Roar, pounce, improved grab, rake 1d6+8, spell-like abilities
Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 28
Skills Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
Feats Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
Str 27
Con 20
Dex 17
Int 14
Wis 14
Cha 15
Alignment Always neutral good,
Environment A good-aligned plane.,
Organisation Solitary or pride (4?9)

[top]COMBAT

Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another?s flanks and setting up devastating attacks.
A leonal?s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.
Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a leonal 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.
Rake (Ex): Attack bonus +20 melee, damage 1d6+8.
Spell-Like Abilities: At will?detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day?cure critical wounds (DC 16), neutralize poison, remove disease; 1/day?heal (DC 18). Caster level 10th. The save DCs are Charisma-based.
Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal?s HD). (The defensive benefits from the circle are not included in a leonal?s statistics block.)
Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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