Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 Over-Category: Biophage 
 Kingdom: Animal 
Beings that are biophages are those who eat and survive by the consumption of other living and materials or various nutrients that reside in the earth or native terrain.
Animals are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Animals include all varieties of ordinary animals with several subtypes: amphibian, arthropod, avian, mammal, primeval, and reptile. Many animals have zero scores for mind or spirit. Unless otherwise noted, animals of zero quality will automatically fail any preservation save.
The notable group exception is primeval animals. Perhaps one of the most powerful defenses of the dire beasts is their resistance to Mind and Spirit attacks. Any preservation save of involving sleep, charm or fear will automatically save for all members of the primeval sub group.

Winged Lion (Mammal)

Winged lions are familial creatures with only immediate relations; thus the numbers encountered will often be even smaller than normal lions. Obviously the primary difference between this species and the typical version is the growth of wings and the ability to fly. Winged lions are considered marginal fliers, requiring at least 100 feet of a flat, straight surface to gain the lift to escape the ground. This also requires a complete action rather than merely movement. Once in the air, these large felines can remain airborne for a duration of up to half an hour. After that time, regardless of the number of intervals, one must take a short rest before being able to fly again.

These lions, like their cousins, have a keen sense of smell which translates to a +2 on any Perception roll that might come into play. Also, if attacking from flight, these great cats will make a swooping tackle-attack, striking with its front paws (2d20) with damage like a cleaver. If neither die hits or even if only one d20 is successful, the lion will thrust upward to stay in the air and circle back on its next attack. When doing so, this allows the victim a chance for a flee-attack reaction; however, due to the swoop from the air, only the victim will have the chance, even if there are allies in adjacent hexes. Further, the speed of the attack is fast, meaning the the flee attack will only inflict 1d20. If, however, both d20 strike, this indicates an automatic grapple as well against in creature in the Large size category or smaller. Even worse with this grappling swoop attack is when grappled, the victim must make a Strength save (Comp:15) or be knocked prone without the chance to stand without special skills or escaping the lion's hold first. As a reminder, fighting from prone without proper training is at disadvantage.

Once holding its victim down, the lion will bite the victim as its attack. Should the fight not commence from the lion's aerial attack, then it will use fighting strategies like a typical lion, using its paws to strike and enter a grappling competition if both paws strike successfully, followed by its piercing bite when trapping a victim.

There are rumors that these creatures can grant a resurrection of the dead; however, this is not true. Winged lions are merely animals. However, it may be possible that this rumor exists because they have been known to swoop down and attack other predators that has an urban victim at death's door, almost as a sense of authority to the other creatures that it will decide who dies and who doesn't. Of course, this is the perception of survivors; yet, many have told the same tale. If this creature has a special power, it is its roar. This requires a full action, and it will only perform this as a pre-combat or first round action. The affects of the roar is all those within 60 feet must roll a Will save (Comp:11) or suffer from the frightened restriction for the following 3 rounds/turns.

Notes: Special Perception Bonus)
Body: 25 ( STR:6, AGIL:6, RESIL:5 )
Mind: 6 ( LOGIC:1, PERC:2, JUDG:1 )
Spirit: 7 ( WILL:3, FAITH:1, MUSE:1 )
Movement: 75 feet
Size Category: Large (+1 to hit)
Protection Points: 5
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Claws (melee)
Number of d20s: 2
To-Hit Modifier: +6 (not including size bonus)
Damage Type: cleaver
Damage: 5 to 6 pts
Attack Special: allHit;;{"command":"grapple"}
— ATTACK METHOD —
Attack: Bite (melee)
Number of d20s: 2
To-Hit Modifier: +6 (not including size bonus)
Damage Type: piercing
Damage: 5 to 6 pts