Page 156 - Monster Manual Expanded III Dragonix
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retractable claws. Leonals project an intense nobility that can be   their ability to unleash a devasting divine roar.
        both awe-inspiring and intimidating.
          Assiduous Leaders. Because of their great wisdom, strength,   Lupinal
        and charisma, leonals often lead the other guardinals and answer   The lupinal can be mistaken for a werewolf from a distance,
        only to the paragons and deities of Elysium and House of Nature.
                                                               though it is far less bestial and possesses a face that exudes
        The leonals use their authority very carefully, ensuring that the   empathy, intelligence, and nobility. A lupinal has a slim, athletic
        best course of action is taken and that all guardinals under their   body and is about 5 to 6 feet tall, covered with short, silver-gray
        command are treated equally.                           hair, and often wield a weapon in each hand.
          Mighty Champions. In combat, few can withstand a leonal's     Cunning Opportunists. In combat, lupinals are cunning and
        powerful melee blows. When outnumbered or against a tough foe,
                                                               versatile warriors. They always use their ethereal jaunt ability and
        leonals can utilize a number of powerful spells that can turn the   utilize hit and run tactics. They take advantage of the vulnerability
        tide of battle in their favor. Fiends, in particular, fear leonals for   of foes already engaged with an ally, striking at them with high

         Equinal                                                Leonal

         Large celestial, neutral good                          Medium celestial, neutral good
         Armor Class 15                                         Armor Class 15 (natural armor)
         Hit Points 51 (6d10 + 18)                              Hit Points 102 (12d8 + 48)
         Speed 60 ft.                                           Speed 50 ft.

             STR           DEX           CON           INT           WIS           CHA    STR           DEX           CON           INT           WIS           CHA
                16 (+3)       14 (+2)      16 (+3)      14 (+2)     16 (+3)      16 (+3)         22 (+6)       14 (+2)      18 (+4)      14 (+2)     16 (+3)      18 (+4)

         Saving Throws Dex +4, Wis +5, Cha +5                   Saving Throws Dex +6, Wis +7, Cha +8
         Skills Insight +7, Perception +5, Stealth +4           Skills Athletics +14, Perception +7, Stealth +10, Survival +7
         Damage Resistances cold, poison, thunder; bludgeoning, piercing,   Damage Resistances cold, poison, thunder; bludgeoning, piercing,
           and slashing from nonmagical attacks                   and slashing from nonmagical attacks
         Damage Immunities lightning                            Damage Immunities lightning
         Condition Immunities charmed, frightened               Condition Immunities charmed, frightened
         Senses truesight 60 ft., passive Perception 15         Senses truesight 60 ft., passive Perception 17
         Languages all                                          Languages all
         Challenge 4 (1,100 XP)       Proficiency Bonus +2      Challenge 9 (5,000 XP)       Proficiency Bonus +4

         Magic Resistance. The equinal has advantage on saving throws   Aura of Protection.  Each ally within 20 feet of the leonal has
         against spells and other magical effects.              advantage on saving throws against being charmed and frightened.
         Speak with Beasts. The equinal can communicate with beasts as if   Magic Resistance. The leonal has advantage on saving throws
         they shared a language.                                against spells and other magical effects.
         Unarmored Defense. While wearing no armor and not wielding a   Speak with Beasts. The leonal can communicate with beasts as if
         shield, the equinal's AC includes its Wisdom modifier.  they shared a language.
         Actions                                                Actions
                                                                Multiattack. The leonal makes two melee attacks and uses Divine
         Multiattack. The equinal uses Whinny, if available. It then makes
                                                                Roar, if available.
         three unarmed attacks.
                                                                Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
         Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
         one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a   Hit: 12 (1d12 + 6) slashing damage plus 9 (2d8) radiant damage.
         creature, the equinal can choose one of the following additional   Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
         effects:                                               Hit: 10 (1d8 + 6) slashing damage and if the target is a Large or
         • The target must succeed on a DC 13 Strength saving throw or drop   smaller creature, it is grappled (escape DC 18).  Until this grapple
           one item it is holding (equinal’s choice).           ends, the target is restrained.
         • The target must succeed on a DC 13 Dexterity saving throw or be
                                                                Innate Spellcasting. The leonal’s innate spellcasting ability is
           knocked prone.
                                                                Charisma (spell save DC 16). It can innately cast the following
         • The target must succeed on a DC 13 Constitution saving throw or
                                                                spells, requiring no material components:
           be stunned until the end of the equinal’s next turn.
                                                                At will: detect thoughts, protection from poison
         Innate Spellcasting. The equinal’s innate spellcasting ability is   2/day (each): cure wounds (4d8 + 4), fireball
         Charisma (spell save DC 13). It can innately cast the following   1/day (each): hold monster, polymorph, heal
         spells, requiring no material components:
                                                                Divine Roar (1/Day). The leonal emits a magical roar.  Each evil
         At will: aid, command, cure wounds, detect evil and good, detect   creature within 60 feet of the leonal must make a DC 16 Charisma
           magic, magic missile                                 saving throw.  On a failed save, a creature takes 13 (3d8) thunder
         2/day (each): dispel magic, fog cloud, slow            damage and suffers an effect based on its current hit points:
         1/day: wall of stone
                                                                 • 50 hit points or fewer: deafened for 1 minute
         Whinny (Recharges after a Short or Long Rest). The equinal emits   • 40 hit points or fewer: deafened and blinded for 10 minutes
         a piercing shriek.  Each nonguardinal creature within 20 feet of   • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
         the equinal must make a DC 13 Constitution saving throw or be   • 20 hit points or fewer: killed instantly
         deafened for 1 minute.  If a creature fails its saving throw by 5 or   On a successful save, a creature takes half as much damage and
         more, it is also stunned until the end of its next turn.  suffers no other effects.
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