Skip to main content

Dandy Lion




Clad in only the most cutting-edge courtly fashions, the dandy lion prances in its perfectly-tailored wares. The clothing, no matter how ornate and garish, never hampers the creature. The fiend has a head of a red-furred lion, with claws to match. Strangely, though, the dandy lion's tail is scaled and tipped with a spade-shape. The dandy lion always has a twinkle in its eyes and blood on its lips.

Social Predator. The King of Fools knows for the social order to topple some level of the political elite must sanction the proceedings. The dandy lions of the cavalcade vigilantly scour the peerage for any hint of rebellious tendencies. With honeyed words and cruel barbs, they rip the possible offender's reputation to ribbons. They can even literally turn their opponents' attire against them. If that does not work the fiends demand the satisfaction only a duel can bring and let their tooth and claw do the work for them.

Dandy Lion

mediul devil, lawful evil

Armor Class 13

Hit Points 120 (16d8+48)

Speed 40ft

Str 17 Dex 16 Con 16 Int 10 Wis 13 Cha 18

Saves Dex +6, Con +6

Skills Acrobatics +6, Intimidation +7, Perception +4

Damage Resistances fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silver

Condition Immunities Charmed, Frightened, Poisoned

Senses darkvision 120ft, passive Perception 14.

Languages common, infernal

Challenge 5 (1,800 XP)

Gentleman's Resolution:

As a bonus action, the dandy lion challenges a creature to settle their animosity in a duel. One creature that the devil can see within 30ft must make a Charisma saving throw, DC 15. On a failed save, the creature is compelled to attack the dandy lion for the next minute. For the duration, it has disadvantage on attack rolls against creatures other than the dandy lion, and the dandy lion inflicts an additional 3 (1d6) necrotic damage on any successful attack it makes against the creature. In addition, if the creature moves more than 5ft away from the dandy lion, the devil may move up to 20ft and use its pounce/claw ability/attack as a reaction.

Keen Smell:

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

Magic Resistance:

The dandy lion has advantage on saving throws against spells or other magical effects.

Pounce:

If the dandy 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 14 Strength saving throw or be knocked prone. If the target is prone, the dandy lion can make one bite attack against it as a bonus action.

Actions

Mutliattack:

The dandy lion may make both a bite and claw attack as one action.

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

Claw:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.

Faux Pas (Recharge 5-6):

With a roar, the dandy lion turns its enemies bad taste in fashion against them. Any creature in a 30ft cone from the devil that is wearing armor or clothing must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) bludgeoning damaged and be restrained for the next minute. At the end of each of its turns, the creature may repeat this saving throw, the effect ending on success or the creature takes an additional 3 (1d6) bludgeoning damage.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...