AC 20 (natural armor)
HP 125 (11d10+66;
bloodied
62)
Speed 50 ft.
Initiative Dex +5 (15), Insight +1 (11), Perception +11 (21)
Proficiency +5; Maneuver DC 18
Skills Athletics +10, Deception +3 (+1d8), Perception +6 (+1d8), Stealth +10 (+1d8)
Saving Throws Str +5, Dex +10, Con +11, Int +2, Wis +6, Cha –2
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 20
Languages understands Elvish and Sylvan but can’t speak.
Dreamborn. The lion doesn’t require air, food, drink, or sleep. It has
advantage
on
saving throws
against spells and other magical effects. Its attacks are magical. It is aware of the location of each sleeping creature within 1 mile.
Mandala Mane. The lion’s regal poise is glorified by an additional nine heads, whirling around the catlike creature in a maned mandala. These additional heads can fly freely within 150 feet of the body. If a head starts its turn farther from the body than 150 feet, it teleports adjacent to the body, or is destroyed if it cannot teleport. Each head is a Small creature with 25 HP. It has the same AC, saves, and immunities as the body, and can take its own reaction (usually to bite as an opportunity attack). However if a damaging source with an area of effect would strike multiple heads simultaneously, the damage is only dealt once and is divided equally among them.
The lion has advantage on Perception checks and saving throws against being
blinded
,
charmed
,
deafened
,
frightened
,
stunned
, or knocked
unconscious
. If the lion has at least 1 HP and starts its turn under any of the above conditions, it can destroy a head of its choice and end all those conditions.
Whenever a head is destroyed, the lion’s maximum HP are reduced by 25. The lion restores all of its heads as part of a
long rest
.
The body can attach itself to one of its heads without an action, at any time, simply by sharing a space. The body can also detach its current head without an action, at any time. It can operate just fine without a head.
ACTIONS
Multiattack. The lion uses Denarian Dance four times and makes an attack with its claw. If Roiling Flame is available, the lion can use it in place of the claw attack.
Bite (Head Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target has already been bitten by another head this round, the target is grappled (escape DC 19).
Claw (Body Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If the target is
grappled
by a head, it is knocked
prone
unless it succeeds a DC 19 Strength
saving throw
.
Roiling Flame (Recharges 3 Rounds after Use). Flame pours outward from the lion in all directions, rolling across the ground like a wave, yet not a single blade of grass is singed. Every moment the fires grow in intensity. The ground within 150 feet of the lion is coated with flames. They linger, filling low elevations but not flowing uphill. Creatures in the area take 11 (2d10) fire damage immediately, as does any creature that enters the area or starts its turn there.
At the start of the lion’s next turn, the flames grow more intense, dealing 22 (4d10) fire damage immediately and to any creature that enters the area or starts its turn there.
At the start of the lion’s third turn, the flames flash, dealing 44 (8d10) fire damage and then vanishing. At the end of that turn, Roiling Flame recharges.
Denarian Dance. One of the lion’s heads flies up to 80 feet; the lion either makes a Bite attack with that head or uses that head’s special action. Once the lion uses a specific head, that head cannot act again until the start of the lion’s next turn.
1 Healing Tongue. The head licks wounds upon the lion’s body or a bodiless head. The head must be within 5 feet of the recipient. The recipient regains 14 (4d6) hit points.
2 Entangling Exhalation. The head exhales hot breath upon the ground, and dense foliage erupts around each creature of its choice in a 20-foot cone. Each creature must succeed on a DC 19 Strength
saving throw
or be
restrained
until the end of its next turn.
3 Terrifying Roar. The head roars at each creature of its choice in a 20-foot cone. Each creature must succeed on a DC 19 Wisdom
saving throw
or be
frightened
. The creature can repeat the saving throw at the end of each of its turns. When it succeeds, the fear ends and it becomes immune to this roar for the next day.
4Petrifying Stare (Gaze). The head locks eyes with a creature it can see within 10 feet of it, which must make a DC 19 Constitution
saving throw
. On a failed save, the creature begins to turn to stone and is
restrained
. A creature may choose to shut its eyes at the start of its turn and keep them shut until the start of its next turn. If it does, the partial petrification ends. If the creature is already partially petrified and it fails its save against this attack, it is petrified until lion is destroyed or the creature is freed by the
greater restoration
spell or other magic.
5 Gnashing Dispel. The head gnashes its teeth and uses
dispel magic
with a range of 50 feet. Constitution is its spellcasting ability.
6 Paralyzing Hunger. The head licks its lips at a creature it can see within 10 feet of it, which must succeed on a DC 19 Wisdom
saving throw
or become
paralyzed
at the start of its next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
7 Venom Fangs. Black ichor coats the fangs of the head as it makes a Bite attack against a creature within reach. If the attack hits, the creature is
poisoned
. The creature can make a DC 19 Constitution
saving throw
at the end of each of its turns, ending the effect on itself on a success.
8 Radiant Beam. Light lances out from the head’s gaping mouth. The head makes a ranged spell attack with a +10 attack bonus against a creature within 50 feet. On a hit, the creature takes 14 (4d6) radiant damage and is
blinded
until the end of its next turn.
9 Steal Voice. The head takes a deep breath, which agonizes the tongue of a creature it can see within 10 feet of it. The creature must succeed on a DC 19 Constitution
saving throw
or be cursed, unable to speak above a croaking whisper until the curse is removed or the lion is destroyed.
Until the target recovers its voice, all of the lion’s heads can perfectly imitate it, and the lion instinctively knows how to use this voice to trick others. Whenever the target casts a spell with a vocalized component, it can attempt a DC 15
Arcana
check. If it fails, it expends the spell slot without casting the spell.
10 Snarling Hurl. The head bares its fangs at a Huge or smaller creature it can see within 10 feet of it. The creature must succeed on a DC 19 Strength
saving throw
or be moved up to 30 feet in any direction, including upward. Until the end of the creature’s next turn, the creature is restrained by a telekinetic force. A creature lifted upward is suspended in midair. The creature might fall once it is no longer restrained.
Alternatively, the tenth head can try to move an object that weighs up to 1,000 pounds it can see within 10 feet of it, as per the telekinesis spell. Constitution is its spellcasting ability.
LEGENDARY ACTIONS
The lion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lion regains spent legendary actions at the start of its turn.
Direct the Pride. The lion uses Denarian Dance two times.
Fading Leap. The lion’s body detaches its current head (if any), then magically teleports up to 120 feet to a space occupied by one of its heads. That head then attaches to the body
Old Elfaivar’s magics were the mightiest in the world; after the empire collapsed, each individual enclave matriarch had access to more magical assets than any wizard had before. To defend their hidden safeholds, the matriarchs worked with wizards and druids to weave the wild possibilities of the Dreaming into mighty guardian beasts. The greatest of these creatures were the ten-headed lions; each head possessed a different terrifying means of attack.
Few actual accounts of travelers surviving these creatures ever reached beyond the borders of Elfaivar, but since the gulmohars’ return the elves of Elfaivar have become proud to talk about them, the better to project an air of otherworldly might. It is rumored that gulmohar extremists plan to field one of these ferocious felids in their efforts to reclaim colonial land.
Despite its nine extra heads, however, a ten-headed lion merely has a conventional, if cunning, bestial mind. Its usual tactic is to release its Roiling Flame to force foes off low ground and into trees or atop rocks. With their movement limited, it focuses on subduing one or two enemies with the majority of its floating heads, while using a couple (typically with Paralyzing Hunger and Snarling Hurl) to keep foes from regrouping.
Due to its nature as a creature crafted of the dreams of many Elfaivarans, even if a ten-headed lion is destroyed, as long as at least ten people survive in the community it guards, it will return to life after 1d10 days.