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.
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).
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.
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