Page 156 - Monster Manual Expanded III Dragonix
P. 156
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.

