Large Beast, Neutral Evil
Armor Class 15 15
Hit Points 30 (5d12 + 4)
Speed 50 ft., Swim 13 ft., Climb 25 ft.
STR
20 (+5)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +8, CON +5
Skills Acrobatics +4, Perception +4, Stealth +4
Damage Vulnerabilities Psychic
Damage Resistances Thunder, Damage Dealt By Traps
Damage Immunities Lightning
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision He can see through the darkness, Unknown He can sense de presence of danger creatures, Passive Perception 14
Languages Nature Voice
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Smell. The lion has an advantage on Wisdom (Perception) checks that rely on smell and sound

Pack Tactics: The lion has an advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage ignores armor, 2 turns of cooldown.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Beat Tail: He can attack for behind, one target. Hit: 6 (1d6 + 3), have to get 4+ on dice when breaking the armor.

Clain Territory: He can mark a territory if he gets a long rest with a cooldown of 3 days, he loses his territory with he lose in a battle.

Frenesy: If he gets his hit point below of 15 can do the second bite doing the double of damage, his enemy can use a saving throw (13+) to avoid it.

Decadency: If he gets below of 5 hit points against just one enemy he surrenders, and recognize his rival as his master.

Nature Voice: Can hear the voice of forest, animals, and nature itself

Sixth Sense: Takes low damage from traps and can perceive them with (perception)

Roar: Cause fear (save DC 15 ) in creatures who are above of chaotic good, depending on the NV of this monster. can be used 3 turns after with the same effect, but if the Lion is very close to his enemy cause deafness (save DC 15) or stun with the enemy have a critic error (save DC 1).

Reactions

Counter: if the enemy gat an1 on d20, the Crimson can attack, but any special move

Description

Is a hybrid of lion sabertooth and a tiger with a crimson pelt, brilliants and blues eyes, a large port 'n sharped fangs

Lair and Lair Actions

Invaded: If he is at last 2h in his lair, can perceive any creatures whos is natural evil or worse and he gets the alignment chaotic evil.

Dominancy: Every creature who is and is above the alignment chaotic natural with low or medium port serve him.

Guided: In his territory even blind he can perceive the territory, but can't the enemies.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHillMountain

yocuno

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