Lion VisitantCreature 5
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 (void healing)
Speed 30 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 7
Jaws
+15 (+10, +5) to hit (unarmed) 2d6+8 PiercingClaw
+15 (+11, +7) to hit (agile, unarmed) 2d4+8 SlashingLifesense (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 HealingA 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 VulnerabilityA lion visitant takes 7 slashing7 additional damage from whips.
Pack AttackThe 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 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 AttackThe visitant deals an extra 1d8 precision damage to Off-Guard creatures.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
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 void 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
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.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.