Agathion, Leonal
Description
A leonal is a lion-like agathion, noble and fierce. Though gentle with their families and patient with strangers on their home plane, in battle leonals are deadly foes of evil and cruelty. They hunt fiends and other evil monsters, silently tailing their prey until they find the right time to leap and slash. Leonals pride themselves on their hunting prowess, and few land creatures can match their speed. Although capable of using weapons, the majority of leonals prefer to battle evil with tooth and claw.
Leonals like their battles to be straightforward affairs. They begin with a roar to put their foes off balance, then follow up with claw and bite attacks. They closely coordinate with others in their pride, watching one another's flanks and setting up devastating attacks. They mainly use their magical abilities against large numbers of weaker foes and against those they need to capture or incapacitate without dealing harm to them.
Leonals stand 6 feet tall and weigh 270 pounds on average. Males usually have manes of either dark gold or black hair, which may only surround the head or may extend onto the shoulders and chest. Female leonals do not have manes, but may have longer hair on the back of the neck.
Combat Stats
- Melee
- bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8)
- DR
- 10/evil and silver
- SR
- 23
- Aura
- protective aura (20 ft.)
- Racial Modifiers
- +4 Acrobatics, +4 Stealth
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Roar — Up to three times per day, a leonal can emit a powerful roar as a standard action. Each roar affects a 60-foot cone with the effects of a holy word spell and also deals 2d6 points of sonic damage to all creatures in the area (DC 21 Fortitude negates). This is a sonic effect. The save DC is Charisma-based.
rake (2 claws +23, 1d6+8)
Special Qualities
lay on hands (7d6, 9/day, as a 14th-level paladin)
Feats
Ability Focus (roar), Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (bite, claw)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +24 (+36 jump), Handle Animal +19, Intimidate +19, Knowledge (any one) +19, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +24
Spells
- Type
- Outsider
- Alignment
- NG
- Size
- Medium
- Environment
- any land (Nirvana)
- Organization
- solitary, pair, or pride (3-8)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +19
- Aura
- protective aura (20 ft.)
- Languages
- Celestial, Draconic, Infernal; speak with animals, truespeech
- Source
- Bestiary 2