LEOMARH
Medium-Sized Outsider
Hit Dice: 6d8+18 (45 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 20 (+4 Dex, +6 natural)
Attacks: 2 claws +12 melee, bite +7 melee
Damage: Claw 1d6+6, bite 1d10+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Pounce, improved grab, rake 1d4+3
Special Qualities: Camouflage, immune to magic missiles, scent
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 23, Dex 19, Con 17, Int 5, Wis 12, Cha 9
Skills: Balance +9, Hide +9, Jump +11, Listen +6, Move Silently +9, Spot +6
Feats: Alertness, Track
Climate/Terrain: Any plains and forest
Organization: Pride (2-12, plus 40% young)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)
Leomarhs are a race of planar animals apparently descended from lions or one of the other great cats. They can and do live well in uninhabited areas of other planes, although they are easily most common to the Outlands. Leomarhs are smarter than normal animals, showing an almost fiendish cunning, and are known to use ambush and hit-and-run tactics in their hunting. Leomarhs cannot be tamed, but are rarely the companions of rangers, druids, or those who have a strong affinity with animals.
Leomarhs have a hyenalike slope to their bodies, resulting from having larger forequarters than hindquarters. Their bodies are covered in small scales instead of fur, and their tails are long and snakelike and have a spade-shaped blade at the end. Their manes consist of dense golden-brown fur, and they have small patches of this fur along their legs and feet.
COMBAT
Leomarhs strike with their large front claws and bite. They like to use tactics to hide some of their numbers with their camouflage ability, while drawing opponents to the hidden beasts who pounce when the victims are within range.
Pounce (Ex): If a leomarh leaps upon a foe during the first round of combat, or when coming out of camouflage, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the leomarh must hit with both front claw attacks. It it gets a hold, it can rake.
Rake (Ex): A leomarh that gets a hold can make two rake attacks (+12 melee) with its hind legs for 1d4+3 damage each. If the leomarh pounces on an opponent, it can also rake.
Camouflage (Ex): Leomarhs have a natural ability to change their coloration to match their surroundings, becoming effectively invisible. Characters must succeed at a Spot check (DC 17) to notice the beast. Leomarhs can only use this ability when standing still.
Immune To Magic Missiles (Su): Leomarhs are immune to the effects of magic missile spells and effects.
Leomarhs first appeared in the Planescape Monstrous Compendium Appendix II, 1995.