Lion, Dark (CR 4)
Large Animal (Extraplanar)
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., scent, superior low-light vision, Spot +5, and listen +5
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 5d8+10 (32 hp)
Fort +6, Ref +7, Will +2
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +12
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee and bite +2 melee
Damage: Claws 1d4+5, bite 1d8+2
Special Attacks/Actions: Pounce, improved grab, rake 1d4+2
Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: hide in plain sight, resistance to cold 10
Feats: Alertness; Run
Skills: Balance +7, Hide +11~, Move Silently +17, Spot +5, and listen +5
Advancement: 6-8 HD (Large)
Climate/Terrain: Plane of Shadow
Organization: Solitary, pair, or pride (6-10)
Tome of Magic
Dark lions prefer to attack from surprise, and often use pack tactics. They rarely attack creatures more than one size category larger than they are, unless they have the advantage of numbers.
Pounce (Ex): If a dark lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a dark lion must hit with its bite attack. ft 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 +7 melee, damage 1d4+2.
Skills: Dark lions have a +4 racial bonus on Balance checks, a +12 racial bonus on Hide checks, and a +10 racial bonus on Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +20.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.