Vebogi's Corrupted Leonal Familiar


Samael stands 7 ft tall, and seems to be a leonal, save for his leathery wings, scorpion’s tail and sharp spines which protrude from the bulb of said tail. His face is even more striking, as a third eye stares out of an unhealing wound on his forehead. His hands and feet are blackened, as though they’ve been burned but uncorrupted.

Medium Outsider (Extraplanar, Good, Guardinal)
Hit Dice: 12d8+84 (150hp)
Initiative: ’+’5
Speed: 60ft, Fly 120’ (good)
Armor Class: 30 (’+’15 natural, ’+’5 dex)
Base Attack/Grapple: ’+’12/21
Attack: 2 Claws ’+’25m (2d6+13+rend); Bite ’+’25m (3d6+17); Sting ’+’25m (1d4+13 plus Poison [Fort27, 1d6 con/1d6 con]); Spines ’+’25r/m (1d4+13); Electricity Blast ‘+17rt (12d6 electricity; medium range)
Space/Reach: 5ft./5ft.
Special Attacks: Rend, Pounce, Spell-Like Abilities, Spells, Roar
Special Qualities: Guardinal Traits (DV 60’, LLV, Immune to Electricity/Petrification, Cold/Sonic Resist 10, Lay on Hands [150 hp], ’+’4 vs Poison, Speak With Animals), DR10/Silver and Evil, SR22, Feral Combat, Master of the Wild, Scent, Tongues,
Saves: Fort ’+’15 Reflex ’+’13 Will ’+’15
Abilities: Str 28 Dex 20 Con 24 Int 18 Wis 24 Cha 24
Feats: Spines of Fury (12/day), Sting of the Scorpion, Wings of Evil, Improved Natural Weapons, Track

Rend (Ex): If a Leonal strikes with both of it’s claws on one opponent, it rends them for additional claw damage.

Feral Combat (Su): All Guardinals natural weapons gain a +1 enhancement bonus per 3 CR (rounded up).

Master of the Wild (Su): All Guardinals are aware of every creature of the Animal and Vermin type within 100ft per CR (1200 for the Leonal) and may communicate telepathically with them. They may enact a Charm Monster effect against any such creature they can sense as a swift action, once per round.

Roar (Su): As a standard action, the Leonal can roar in a 60ft. cone. All creatures are subject to a Blasphemy effect and take 12d6 sonic damage (Fort Half). Once used, the Leonal must wait 1d4 rounds before using it again.

Spell-Like Abilities: At Will: Detect Thoughts, Hold Monster, Fireball, Wall of Force, Cure Critical Wounds, Neutralize Poison, Remove Disease, Dominate Animal, Summon Natures Ally VI 1/day: Heal

Druid Spells: (6/7/6/6/4/4/3; DC 17+Spell Level) 0—Read Magic(6); 1—Produce Flame(3), Enrage Animal(3); 2—Wings of Air, Saltray(4), Spider Climb; 3—Quillfire(2), Jagged Tooth(2), Spiritjaws; 4—Rusting Grasp, Flamestrike(2), Ice Storm; 5—Wall of Fire, Wall of Thorns, Mantle of the Icy Soul, Inferno; 6—Liveoak, Wall of Stone, Summon Greater Elemental

Stored Spells: Investiture of the Malebranch (Powerful Charge- 2d6; Fire resist 10), Investiture of the Bearded Devil (2d8 additional damage each round a target is successfully struck in melee, Fire resist 5)

Possessions: Amulet of Rhino’s Rush



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