Guardinal, Leonal
Medium Outsider (Extraplanar, Good, Guardinal) — CR 12
Guardinal, Leonal is a D&D 3.5 monster from MM, p. 142. CR 12, HD 12d8+60 (114 hp).
- Hit Dice
- 12d8+60 (114 hp)
- Initiative
- +3
- Speed
- Land 60 ft
- Armor Class
- 27, 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)
- STR
- 27
- DEX
- 17
- CON
- 20
- INT
- 14
- WIS
- 14
- CHA
- 15
- Fort / Ref / Will
- +13 / +11 / +10
- Challenge Rating
- 12
- Alignment
- Always Neutral-Good
- Organization
- Solitary or pride (4–9)
- Treasure
- No coins; double goods; standard items
- Environment
- Blessed Fields of Elysium
- Level Adjustment
- —
- Spell Resistance
- 28
- Caster Level
- 10
Special Abilities
Feats
This creature looks like a powerful humanoid about 6 feet tall, covered in short, golden fur. Its head is leonine in appearance, with a short muzzle and a lush, dark gold mane. Its arms end in powerful claws, and its mouth holds rows of long, sharp teeth.
Description
Guardinals are a celestial race native to the plane of Elysium. When at home, they are among the most peaceful of creatures, quick to laugh and slow to anger. They show a very different face when away from Elysium, however—they have no tolerance for evil and often rove the cosmos looking for evil to confront.
Guardinals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.
One of the most powerful guardinal forms, a leonal is every bit as regal as a lion of the Material Plane. As a foe, it can be just as terrifying, bellowing mighty roars and slashing with razor-sharp claws.
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), 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.