Leonal (CR 12)

Medium Outsider (Extraplanar, Good, and Guardinal)
Alignment: Always neutral good
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +17, and Spot +17
Languages: Tongues SA

AC: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24
Hit Dice: 12d8+60 (114 hp); DR: 10/evil and silver
Fort +13 (+17 against poison), Ref +11, Will +10
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +20
Attack: Claw +20 melee
Full Attack: 2 claws +20 melee and bite +15 melee
Damage: Claw 1d6+8, bite 1d8+4
Special Attacks/Actions: Roar, pounce, improved grab, rake 1d6+8, spell-like abilities
Abilities: Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Special Qualities: immunity to electricity and petrification, lay on hands, protective aura, resistance to cold 10 and sonic 10, speak with animals, SR 28
Feats: Ability Focus (roar); Dodge; Mobility; Spring Attack; Track
Skills: Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, and Survival +17
Advancement: 13-18 HD (Medium-size); 19-36 HD (Large)
Climate/Terrain: Blessed Fields of Elysium
Organization: Solitary or pride (4-16)
Treasure/Possessions: No coins; double goods; standard items

Source: Monster Manual

Roar (Su): A leonal can roar up to three times a day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an additional 2d6 points of sonic damage (Fortitude save DC 18 negates).

Pounce (Ex): If a leonal leaps on 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 leonal must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): A leonal that gets a hold can make two rake attacks (+17 melee) with its hind legs for 1d6+5 points of damage each. If the leonal pounces on an opponent, it can also rake.

Spell-Like Abilities: At will - detect thoughts, discern alignment, fireball, hold monster, wall of force, 3/day - cure critical wounds, neutralize poison, remove disease; 1/day - heal. These abilities are as the spells cast by a 10th-level sorcerer (save DC = 12 + spell level).

Protective Aura (Su): As a free action, a leonal can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a 12th-level sorcerer. The aura can be dispelled but the leonal can create it again as a free action on its next turn.

Skills: Leonals receive a +4 racial bonus on Balance, Hide, and Move Silently checks.


Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Immunities (Ex): All celestials are immune to electricity and petrification attacks.

Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. All celestials receive a +4 racial bonus on Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

Extraplanar Subtype

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.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).