Celestial Lion* (CR 4)
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 5d8+10 (32 hp); DR: 5/magic
Fort +6, Ref +7, Will +2
Speed: 40 ft.
Space: 10 ft. by 5 ft.
Base Attack +3; Grapple +12
Attack: claw +7 melee
Full Attack: 2 claws +7 melee and bite +2 melee
Damage: Claw 1d4+5; bite 1d8+2
Special Attacks/Actions: Improved Grab, Pounce, rake 1d4+2, smite evil
Abilities: Str 21, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Special Qualities: resistance to acid 5, cold 5, and electricity 5, SR 10
Feats: Alertness; Run
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, and Spot +5
Advancement: 6-8 HD (Large)
Climate/Terrain: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or pride (6-10)
A celestial version of the common lion.
Pounce (Ex): If a celestial lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the celestial lion must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A celestial lion that gets a bold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the celestial lion pounces on an opponent, it can also rake.
Skills: Celestial lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
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.