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Lion Visitant

Creature 5 — animal, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerCrasherLANDanimalundeadunholy

Scars and other marks of obvious mistreatment are the clearest indicators that an undead animal is no mere zombie. Although the wild creatures seen at traveling circuses can entertain and amaze, the lives of such animals and beasts are sometimes sad and cruel. Circus owners who mistreat their animals through harsh discipline or overtraining see little wrong with their mercilessness, even going so far as to slaughter their entertainers-supposedly "by accident"-via neglect or abuse. The victims o

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +13; darkvision, lifesense (imprecise) 60 feet
Skills acrobatics +13, athletics +13, stealth +13
Str
+6
Dex
+4
Con
+2
Int
-4
Wis
+2
Cha
+0
AC 22 Fort +9 Ref +11 Will +15
HP 95 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses vitality 7
Speed 30 feet

Offense

Melee Jaws (unarmed) +15, Damage 2d6+8 piercing plus Grab
Melee Claw (agile, unarmed) +15, Damage 2d4+8 slashing

Abilities

Lifesense (Imprecise) 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Whip Vulnerability — A lion visitant takes 7 slashing{7} additional damage from whips.
Pack Attack — The visitant deals an extra 1d4 damage to any creature that's within reach of at least two of the visitant's allies.
Pounce — The visitant Strides and makes a Strike at the end of that movement. If the visitant began this action Hidden, it remains hidden until after the ability's Strike.
Roar (auditory, concentrate, emotion, fear, mental, primal) — The visitant lets out a loud and horrifying roar. Each creature within 100-foot emanation{100 feet} must attempt at a DC 19 Will save.

No matter the result, affected creatures are then temporarily immune to the effect for 1 minute.
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.

Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 3.
Sneak Attack — The visitant deals an extra 1d8 precision damage to Off-Guard creatures.
Grab

WORKS WELL WITH

AnvilLANDAnvil draws enemy attention and absorbs damage, solving the positioning tension of the Flanker needing to circle for Pack Attack without drawing retaliation.
WeaverLANDWeaver isolates single targets with difficult terrain and zone control, resolving the number tension between pack tactics and scattered foes.
ShadeLANDShade debuffs enemy saves and accuracy, amplifying the Flanker's Roar fear effect and solving the tempo tension between debuff setup and burst execution.

PUNISHES

✖ clumping✖ low Will✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #152: Legacy of the Lost God.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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