Dungeons and Dragons Leonal 3.5 PBP RPG

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Leonal

Leonal

Medium Outsider (Extraplanar, Good)

Hit Dice:

12d8+60 (114 hp)

Initiative:

+3

Speed:

60 ft. (12 squares)

Armor Class:

27 (+3 Dex, +14 natural), touch 13, flat-footed 24

Base Attack/Grapple:

+12/+20

Attack:

Claw +20 melee (1d6+8)

Full Attack:

2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Roar, pounce, improved grab, rake 1d6+8, spell-like abilities

Special Qualities:

Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 28

Saves:

Fort +13 (+17 against poison), Ref +11, Will +10

Abilities:

Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15

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

Environment:

A good-aligned plane.

Organization:

Solitary or pride (4-9)

Challenge Rating:

12

Treasure:

No coins; double goods; standard items

Alignment:

Always neutral good

Advancement:

13-18 HD (Medium); 19-36 HD (Large)

Level Adjustment:

-

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.


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Following Velons instructions, Lawrance takes advantage of Perrys confusion spell to move back into the tunnel,his own magic shielding him from attacks as he passes the foes.
Specific Action: move 30 up the tunnel. Ward to block damage if any.

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