Nemean Lion

Huge monstrosity, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 495(30d12 + 300)
  • Speed 90 ft.

STR DEX CON INT WIS CHA
30
(+10)
15
(+2)
30
(+10)
13
(+1)
16
(+3)
23
(+6)

  • Saving Throws Str +19, Dex +11, Con +19, Int +10, Wis +12, Cha +15
  • Skills Acrobatics +11, Athletics +19, Insight +12, Intimidation +15, Perception +12
  • Condition Immunities blinded, charmed, defeaned, frightened, paralyzed, petrified, stunned, exhaustion
  • Damage Immunities see Golden Hide
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Celestial, Common
  • Challenge 30 (155, 000 XP)

Golden Hide. The Nemean Lion's hide is completely impervious to harm, granting the lion immunity to all damage except psychic damage, damage dealt by critical hits, and ingested or inhalabled poisons.

Divine Movement. The world bends to the Lion's will. The Lion is unaffected by nonmagical difficult terrain and can walk on air and water as if they were solid ground, and through water and stone as if they were air.

Armor Rending Attacks. The Lion's bite and claw attacks are magical and ignore the non-magical bonuses to armor class granted by shields and armor. For example, a creature wearing a set of +3 plate armor would have an AC of 13 for the Lion. Additionally, these attacks destroy any non-magical armor the target is wearing on a hit.

Legendary Resistance (3/Day). If the Lion fails a saving throw, it can choose to succeed instead.

Keen Senses. The Nemean Lion has advantage on Wisdom(Perception) checks.

Magic Resistance. The Lion has advantage on saving throws against spells and other magical effects, and spell attack rolls have disadvantage against it.

Innate Spellcasting. The Lion's spellcasting ability is Charisma (spell save DC 23). The Lion can innately cast the following spells, requiring no material components:

At will: invisibility, pass without trace (self only)
3/day each: destructive wave, dream, flame strike, immolation, true seeing (self only)
1/day each: divine word, plane shift (self only), power word pain, teleport (self only)

Actions

Multiattack. The Lion makes four attacks: one with its bite and three with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage. If the target is a creature, the Lion can choose to grapple it (escape DC 29). Each time a creature starts its turn grappled this way, it takes 15 (1d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) slashing damage.

Divine Roar (Recharge 5-6). The Lion lets loose a mighty roar, forcing each creature within 120 feet of it to make a DC 23 Constitution saving throw. On a failure, a creature takes 71 (13d10) thunder damage and is stunned until the end of its next turn.

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.

Attack. The Lion makes one claw attack.

Move. The lion moves up to half its speed.

Intimidate (Costs 2 Actions). The Lion menaces a creature within 60 feet of it. If the target can see or hear the Lion, it must succeed on a DC 23 Wisdom saving throw or be frightened until the end of the target's next turn.

Nemean lion card art

Feeling Woozy

Scion of Monsters

The Nemean Lion is one of the children of Typhon, the Father of Monsters, and Echidna, the Mother of Monsters. It bears great pride in its heritage and revels in its power. It loves nothing more than to crush any arrogant enough to think themselves worthy of challenging it, or to terorrize any beings that it comes across in its wandering.

The Lion is old and has wandered and terrorized the world since time immemorial. Though uninclined towards scholarly pursuits or practice in general, the Lion will gladly exhert itself to find new ways to terrorize its victims. This habit has made it into a cunning beast with many tricks in addition to its natural born power.

Legendary Harvest

Should the Nemean Lion ever be slain, its remains may be harvested. First the claws and teeth must be harvested, which can be done by succeeding on a DC 17 survival check with a magical dagger. Once the claws and teeth have been harvested, a creature can use them to make a DC 20 Survival check to harvest the hide. Each attempt damages the hide and results in less of it being usable after harvesting. Succeeding on the first try yields enough hide for 1 large or 2 medium or 4 small sets of armor; 1 medium or 2 small sets on the second attempt; 1 small set on the third.

Once the materials have been harvested, a creature that is capable of casting fabricate at 6th level or higher and is proficient with alchemy supplies, leatherworker's tools, and smith's tools can spend 42 hours over the course of 7 days, casting fabricate at 6th level or higher 7 times over that period to turn the remains into the Neman Armor.

Nemean Armor

Armor (heavy, plate), artifact (requires attunment)

The hide of the Nemean Lion forged into a set of armor. Any creature attuned to the armor is considered proficient with it. While wearing the armor, the armor grants you a +3 bonus to your armor class and doesn't impose disadvantage on stealth checks (assuming you've accounted for its bright golden color).

Random Properties. The armor has the following randomly determined properties:

  • 2 minor beneficial properties
  • 2 minor detrimental properties

Lion Claws. While wearing this armor, your unarmed strikes have a +3 bonus to attack and damage rolls, deal 1d10 + your Strength or Dexterity modifier magical slashing damage, and score a critical hit on a roll of 19 or 20.

Golden Hide. While wearing this armor, you are resistant to all damage except psychic and poison and have advantage on saving throws against magic.

Divine Prescence. While wearing the armor, you may walk on air and water as if they were solid ground.

Divine Roar. Once per day, while wearing the armor, you may use your action to let loose a mighty roar. Each creature within 60ft. of you must make a DC 18 Constitution saving throw or take 55 (10d10) thunder damage and be stunned until the end of their next turn. On a success, the creature takes half damage and isn't stunned.

Fate Zero Gilgamesh

Henry Tan