KING
Leonal

Leonal

Celestial · no Crown (Sacred)

T3d8Minor

Lion-like hunters of fiends, leonals roar to terrify demons, their claws rending the wicked in divine hunts.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart12--
Cunning8--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Fiend Hunter

The leonal's claws deal 1 extra Vigor damage to fiends and undead, and it can smell them within 60 ft.

Maneuvers

Maneuver

Pounce

The leonal leaps up to 20 ft before its attack. A target it damages after pouncing makes a Body save (DC 15) or is knocked prone.

Maneuver

Terrifying Roar

Enemies within 30 ft that can hear make a Heart save (DC 15) or are frightened for 1 round. Fiends save at disadvantage.

Reactions

Reaction

Savage Retribution

When a fiend or undead within reach hits the leonal, it rakes the attacker with a claw attack.

Tactics

GM tactics

Leads the hunt with Terrifying Roar to scatter lesser fiends. Pounces on the most powerful enemy. Answers every fiend that touches it with Savage Retribution. Fights with bestial ferocity but calculated precision.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.