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Sun Lion CR: 2

Medium beast, chaotic good
Armor Class: 12
Hit Points: 4d10+4
Speed: 50 ft

STR

17 +3

DEX

15 +2

CON

13 +1

INT

17 +3

WIS

17 +3

CHA

17 +3

Skills:

Perception: +4

Stealth: +2

Senses:

Passive Perception: 15

 
Keen Smell

The lion has advantage on Wisdom (Perception) checks that rely on smell.


Languages: Celestial, telepathy 60ft
Challenge Rating: 2 ( 450 XP)

Innate Spellcasting

The lion's innate spellcasting ability is Wisdom (spell save DC 13). The lion can innately cast the following spells, requiring no components:


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 13 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.


Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft, one target

Hit: 1d8+3 piercing damage

 

Claw

Melee Weapon Attack: +5 to hit, reach 5 ft, one target

Hit: 1d6+3 slashing damage


Lair Actions

  • A cloud of sand swirls about in a 20 foot radius sphere centred on a point the lion can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The flow of time is altered such that every creature in the lair must reroll initiative. The lion can choose not to reroll.

Regional Effects

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the sun lion's lair, the lion can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.


Created by

Namiridite.

Statblock Type

Monster

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