Leonal

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Medium-Size Outsider (Good)
Hit Dice: 12d8+48 (124 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 60 ft.
Armor Class: 25 (+6 Dex, +9 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +21 melee, bite +19 melee
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Roar, spell-like abilities
Special Qualities: Guardinal qualities, improved evasion, damage reduction 30/+3, SR 21
Saves: Fort +12, Ref +14, Will +12
Abilities: Str 29, Dex 23, Con 19, Int 19, Wis 19, Cha 20
Skills: Animal Empathy +24, Concentration +23, Escape Artist +25, Knowledge (planes) +23, Listen +26, Sense Motive +23, Spot +27, Wilderness Lore +23
Feats: Alertness, Combat reflexes, Improved Initiative, LightningReflexes, Multiattack
 
Environment: Elysium or any ground and underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral Good
Advancement: 13-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: 0
Leonals are the wisest and most powerful of the guardinals. They're chieftains and leaders when guardinals gather, but a leonal prefers to keep to itself when the forces of good allow it to rest. A leonal resembles a tall, muscular human with short, tawny-golden fur covering its body and a great red mane for hair. Its lower legs are formed like a great cat's, and its arms conceal steel-hard talons. The leonals face is noble and terrifying at the same time; its mouth and nose meet in a subtle, flattened, lionlike muzzle, and a yawn reveals long, sharp fangs. Leonals are at home in the wilds of Eronia, but they travel widely throughout Elysium. When they're not marshalling the guardinals against the threat of evil, they are often busy on some important mission or task. At rest, leonals are patient and regal creatures; but when it confronts the forces of darkness, it's a remorseless and tireless warrior of good. CombatRoar (Su): A leonal can roar three times per day. This roar affects acone-shaped area 60 ft. long and 20 ft. wide at end, and is the equivalent of a holy word spell. In addition, all creatures in this area suffer 2d10 points of damage and must successfully make a Fortitude save (DC 17) or be deafened for a day. Any evil creature within 200 yards must survive an additional Will save (DC 19) or be affected by fear for 10 rounds.Improved Evasion (Ex): This is the same as a monk's ability but it also works as a deflect arrows feat that includes any thrown weapon, any missile fired by bow, crossbow or sling, or any missile-like spelllike burning hands, flame arrow, Melf's acid arrow and similar, but not magic missiles.Spell-Like Abilities: Always active - double strength magic circleagainst evil; at will - daylight, detect thoughts, fireball, holdmonster, magic missile, polymorph self and wall of force;Three times per day - cure critical wounds (4d8+10), remove disease and neutralize poison; Once per day they can heal another person. These abilities are as the spells cast by a 12th level sorcerer (save DC 15 + spell level). Once per year leonal can grant a wish.

Guardinal Abilities:Immunities (Ex): Electricity, petrification, and cold iron weapons.Resistances (Ex): Cold, acid, force spells, poison 20.Planar travel (Su): Guardinals can leave Elysium and travel to the Astral plane with their physical bodies. They can also make use of any gate, portal or conduit they find. In addition guardinals can travel directly to the first layer of Bytopia, the Beastlands, or the Outlandsfrom any point in Eliysium.Spell-Like Abilities (Sp): Always active - detect magic (illusion only), see invisibility, detect evil (100' range), dimension door, dispel magic, darkvision and protection from evil; Once per day - lay on hands (heal as much damage as its own undamaged hit point total). Telepathy (Su): Guardinal have a special form of telepathy that allowsthem to communicate with any intelligent, non-monstrous creature.This telepathy has a range of 100 yards.Weaknesses (Ex): Silver weapons can hit a guardinal regardlessof whether or not an enchanted weapon is required.Habitat/SocietyEven in peaceful Elysium, leonals are loners. They keep to themselves, roaming the forests and mountains of the more remote areas of the plane. Among other guardinals, leonals are considered to be nobility and royalty; at their command, other guardinals embark on missions or organize armies. The leonals use their authority carefully and only when they feel that a matter can't be attended to personally.Leonals travel the planes extensively, keeping an eye open for trouble and dealing with it whenever they can. On rare occasions a leonal serves under a good power, acting as a proxy or advisor of some kind.0EcologyFor more information, see the Planescape Monstrous Compendium Appendix II (pg. 46-47).

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