Sea Leonal (Guardinal)
Medium-Size Outsider (Aquatic, Good)
Hit Dice: 12d8+36 (90 hp)
Initiative: +5 (Dex)
Speed: 60 ft., swim 40 ft.
AC: 21 (+5 Dex, +16 natural)
Attacks: 2 claws +17 melee, bite +12 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Roar, pounce, improved grab, rake 1d6+5, spell-like abilities
Special Qualities: Damage reduction 25/+3, SR 28, protective aura, celestial qualities, scent
Saves: Fort +11, Ref +13, Will +11
Abilities: Str 21 (+5), Dex 21 (+5), Con 17 (+3), Int 14 (+2), Wis 16 (+3), Cha 15 (+2)
Skills: Balance +24, Hide +24, Knowledge (any one) +17, Listen +18, Move Silently +24, Sense Motive +18, Spot +18, Survival +18, Swim +13
Feats: Dodge, Mobility, Spring Attack, Track
Climate/Terrain: Any aquatic
Organization: Solitary or pride (4–16)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always neutral good
Advancement: 13–18 HD (Medium-size); 19–36 HD (Large)
Sea leonals look similar to sea lions except for the obvious intelligent glint in their eyes, their third and fourth hind legs, less bestial appearance, and tawny-green coloration. They also have a leonal’s long, heavy mane and short cropped muzzle. Sea leonal often live amongst sea lions when secretly protecting innocents on the Material Plane. Otherwise they use their polymorph self spell-like ability to appear as sea elves or tritons in order to draw less attention.
Sea leonal speak Celestial and Aquan.
Combat
Celestial Qualities: Keen vision, electricity and petrification immunity, tongues, cold and acid resistance 20, +4 save against poison. (See the Manual of the Planes for the description of these Celestial Qualities.)
Improved Grab (Ex): To use this ability, the sea leonal must hit with its bite attack. If it gets a hold, it can rake.
Protective Aura (Su): As a free action, a sea leonal can surround itself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and a minor globe of invulnerability, both as cast by a 12th-level sorcerer. The aura can be dispelled, but the sea leonal can create it again as a free action on its next turn.
Pounce (Ex): If a sea leonal leaps on a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A sea leonal that gets a hold can make two rake attacks (+17 melee) with its hind legs for 1d6+5 points of damage each. If the sea leonal pounces on an opponent, it can also rake.
Roar (Su): A sea leonal can roar up to three times a day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an additional 2d6 points of sonic damage. (Fortitude negates DC 18.)
Scent (Ex): A sea leonal can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Spell-like Abilities: At will – detect thoughts, discern alignment, energy substitution sonic fireball, hold monster, polymorph self, wall of force; 3/day – cure critical wounds, neutralize poison, remove disease; 1/day – heal. These abilities are as the spells cast by a 10th-level sorcerer (save DC = 12 + spell level).
Skills: Sea leonals receive a +4 racial bonus on Balance, Hide, and Move Silently checks. A sea leonal’s swim speed gives it a +8 racial bonus on Swim checks.