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Lion VisitantCreature 5


NELargeAnimalUndead
Source Pathfinder #152: Legacy of the Lost God
Perception +13 (darkvision, lifesense (imprecise) 60 feet)
Languages none
Skills Acrobatics +13, Athletics +13, Stealth +13
Str +6, Dex +4, Con +2, Int -4, Wis +2, Cha +0

AC 22; Fort +9; Reflex +11; Will +15;
HP 95 (negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 7

Jaws One Action +15 (+10, +5) to hit 2d6+8 Piercing
Claw One Action +15 (+11, +7) to hit (agile) 2d4+8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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 positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Whip Vulnerability

A lion visitant takes 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 One Action

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 One Action (auditory, concentrate, emotion, enchantment, fear, mental, primal)

The visitant lets out a loud and horrifying roar. Each creature within 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 flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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 of such cruelty who cannot move onto the afterlife-either because they somehow become infused with negative energy or their spirits cannot rest without first enacting revenge on their assailants-occasionally rise from the dead as visitants.

These undead monsters haunt the sites of their demise and search out the masters who made their lives so hellish with only one goal in mind: vengeance. When they can't locate their particular abuser, or if they are still unable to rest even after confronting their aggressor, visitants seek out similarly evil harmers of animals, becoming torturers of torturers. However, visitants are for the most part unable to distinguish between individual members of a species; thus, if a visitant was abused by a human trainer, any human that crosses its path may become a target of its rage.

A visitant resembles a zombified animal, but it retains a spark of the animal intelligence it had in life, making it all the more dangerous as a result. Visitants' bodies are marred by the horrors of their brutal existences: Their mouths are furrowed in a constant snarl, with a black ichor dripping from their cracked, rotten lips. Whip scars from their hours of "training" glow with an unnatural purple light. And perhaps above all, their eyes mark them as touched by undeath-sunken horribly deep into their skull, leaking blood or other fluid, and glowing with an aura of dread and palpable anger.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.