Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has 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 16 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 (4d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (6d6 + 4) slashing damage.
Roaring Thunder. Cone Weapon Attack: +5 to hit, reach 15 ft. Hit: 6 (6d12 + 4) Thunder damage.
Shoulder Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (6d12 + 6) bludgeoning damage.
Lighting Stride. As an action, the Lions can transform themselves into lighting for a short period, gaining 4x movement speed for their turn.
Shocked Swipe. As a bonus action, the lion can make a Swipe attack after using Lighting Stride. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 5) Slashing damage.
Stunning Yelp. As a reaction, the Lion can let out a small yelp to startle a target, forcing a reroll on the attack roll.
Description
The lions of Argyle, while still extremely dangerous, haven't changed as much physically as other animals. However, due to the remnant magical relics, beacons, and other magical items scattered throughout Argyle, they have gained the ability to channel lighting. Though this group started as a very small subspecies, they eventually took over as the main group of lions on Argyle, using their new weapons to hunt other animals, and any tribesmen fool enough to get too close.
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