|Size/Type|| Large magical
|Speed||40 ft. (8 squares)|
size, +2 Dexterity, +4 natural), touch 11, flat-footed 13
+13 melee (1d6+7)
+13 melee (1d6+7) and bite +7 melee (1d8+3)
grab, pounce, rake 1d6+3
Vision, Scent, Darkvision 60 ft., Resistance to acid, cold, and electricity 10, Spell
Resistance 13, Damage Reduction 5/magic
|Saves||Fort +9, Ref +8, Will +7|
25, Dexterity 15, Constitution 17, Intelligence 3, Wisdom 12, Charisma 10
|Skills||Hide +2*, Listen +7, Move
Silently +5, Spot +7
|Feats||Alertness, Run, Weapon Focus (claw)|
|Environment||Warm plains in any good-aligned plane|
|Organization||Solitary, pair, or pride (6–10)|
HD (Large); 17–24 HD (Huge)
dire lions are patient hunters, just like their smaller mundane cousins, but apt
to take on bigger prey.
dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.
celestial dire lion attacks by running at prey, leaping, and clawing and biting
as it rakes with its rear claws. It often jumps onto a creature larger than itself.
Evil (Su): Once per day a celestial creature can make a normal melee
attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Grab (Ex): To use this ability, a celestial dire lion must hit with its
bite attack. It can then attempt to start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple check, it establishes a hold
and can rake.
(Ex): If a celestial dire lion charges, it can make a full attack, including
two rake attacks.
(Ex): Attack bonus +12 melee, damage 1d6+3.
of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Worlds of Mankind is owned and created by Mark John Goodwin
text on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License
A copy of this License can be found at www.wizards.com/d20.