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 doesn’t have the Incapacitated condition.
Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.
Antimagic Susceptibility. The lion is incapacitated while in the area of an antimagic field. If targeted by dispel magic or remove curse, the lion must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Rejuvenation. If the lion is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Unusual Nature. The lion doesn't require air, food, drink, or sleep.
Multiattack. The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar.
Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) slashing damage plus 4 (1d8) necrotic damage.
Roar. Wisdom Saving Throw: DC 13, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.
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