Man-Eater Lion CR 5
N Large Animal
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Aura frightful presence (30 ft., DC 12)
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2
Immune fear, paralysis, poison, sleep; DR 10/magic; SR 16
Defensive Abilities trap sense +2, uncanny dodge
Speed 40 ft.
Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5); (see Favored Enemy below)
Special Attacks blood rage, favored enemy (humanoid: dwarf, elf, gnoll, and human), pounce, rake (2 claws +7, 1d4+5)
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 11
Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip) Feats Improved Initiative, Intimidating Prowess, Run, Skill Focus (Perception)
Skills Acrobatics +13, Bluff +2 (+4 against Favored Enemy), Intimidate +9, Perception +13 (+15 against Favored Enemy), Stealth +12 (+16 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
SQ ferocity, trap sense, trackless step
Environment warm plains
Organization solitary, pair, or pride (3–10)
Most man-eaters are carnivorous animals that developed a taste for humanoid flesh.
Creating a Man-Eater
“Man-eater” is an inherited or acquired template that can be added to a living, corporeal animal with an Int score of 2 or more. A man-eater uses all the base creature’s statistics and special abilities except as noted here.
CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Any neutral.
Type: The creature’s type doesn’t change. Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +2.
Defenses/Qualities: Gains darkvision 60 feet; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR +11 (maximum 35).
Speed: The man-eater’s base speed remains the same as the base creature.
Melee: A man-eater’s melee attacks remain the same except when pit against some humanoids (see Favored Enemy below). Damage depends on its size.
Special Abilities, Attacks, and Qualities: A man-eater retains all the special abilities, attacks, and qualities of the base creature and gains the following ones:
Blood Rage (Ex) When the man-eater takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. This rage never lasts more than 1 minute. The man-eater cannot end its rage voluntarily.
Favored Enemy (Ex) A man-eater gains a +2 bonus on Bluff, Knowledge, Perception, and Sense Motive checks against four subtypes of humanoid amongst the following list: aquatic, dwarf, elf, giant, goblinoid, gnoll, gnome, halfling, human, orc, reptilian, or other subtype. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them and can track them by scent.
Ferocity (Ex) A man-eater remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Frightful Presence (Ex) This special quality makes the man-eater’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is of 30 feet, and the duration is of 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the man-eater has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. An opponent that succeeds on the saving throw is immune to that same man-eater’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Immunity (Ex) A man-eater is immune to fear (including fear effects), poison, sleep (including sleep effects), and paralysis.
Spell Resistance (Ex) A man-eater can avoid the effects of spells and spell-like abilities that directly affect it. To determine whether a spell or spell-like ability works against a man-eater the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the man-eater’s spell resistance, the spell works normally, although the creature is still allowed a saving throw if the spell would normally permit one.
Trap Sense (Ex) A man-eater gains a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps according to its HD as follow:
|1–4||Trap Sense +1|
|5–8||Trap Sense +2|
|9–12||Trap Sense +3|
|13–16||Trap Sense +4|
|17–20||Trap Sense +5|
|21 and over||Trap Sense +6|
Uncanny Dodge (Ex) A man-eater gains the ability to react to danger before its senses would normally allow it to do so. It cannot be caught flat-footed, even if the attacker is invisible. The man-eater still loses its Dexterity bonus to AC if immobilized. A man-eater with this ability can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.
If a man-eater already has uncanny dodge from a different source, it automatically gains improved uncanny dodge instead.
Trackless Step (Ex) A man-eater leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.
Abilities Scores A man-eater gains a bonus on its Charisma score that is equal to its number of hit dices (maximum 20).
Abilities A man-eater gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three. Bluff and Intimidate are class skills for a man-eater.
Skills Skills points remain the same as the base creature.
Feats A man-eater gains Intimidating Prowess as a bonus feat.