Leonin Species in Aedir | World Anvil
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Leonin

The second of the Beastkin to be elevated to sentience through the acts of Zylo, the Bloodied Star. Through her experiments in the art of giving animals sentience and seeing how they interact with the other Humanoids in the world. The Tabaxi and the Leonin are two of the same coin, with Tabaxi being the more lithe and dexterous while the Leonin focus on strength. The Leonin compared to the Tabaxi however, are more isolationist in regards to how much they interact with the Beorc.   The Leonin are the muscle in regards to the Tabaxi. The Tabaxi are expert hunters and their bite force, their stamina and their strength make them excellent strength hunters that can take down the biggest of elephants in the savanna. Their strength alone makes them valuable members of any adventuring party, as their strengths are diametrically opposed to the Tabaxi.

Additional Information

Social Structure

Leonin Pride structure are based off of power, notably Leonin fighters tend to always be in charge of Prides and tend to work at keeping the prides in tip top shape. It's unlikely that Leonin Prides will fall into chaos, in the eyes of the Leonin they view the Tabaxi as the reason why their Prides fall apart. As much as they love to fight, the pride comes first before that of their own desire to fight and overcome their own strength.   Leonin children tend to overcome a lot of adversity in the long run. They're always in a cycle of improving of their strength, body, mind and all. If they aren't strong enough to survive, they are often exiled from the tribe to pursue life with the Beorc. It's likely that this happens more with Tabaxi than with Leonin, as they are naturally stronger.   The Biggest Clan of Leonins, the Stormwarden Clan have severed their ties with Zylo and sought out guidance from Tempest to aid them in their battle against the Gnolls.

Facial characteristics

Leonin's have notoriously big manes that take up their hair, located above their heads and around their backs.

Geographic Origin and Distribution

Leonin's specifically roam either the Jungles of the world or are located within the Savannah. Due to their lion like behavior, they prefer to live in these environments where their reflexes shine.

Civilization and Culture

Naming Traditions

Leonin names tend to have the name of the Prides included as their last name. Their names also tend to have more consonants than vowels.   Leonin Male Names: Jyquo of the Bronzefoot, Gorioz of the Goldtunnel, Urinon of the Longear, Zeex of the Secretvalley and Huntix of the Nightear.   Leonin Female Names: Aletha of the Goldenmind, Dyzia of the Stoneheart, Oyide of the Copperfeet, Yoque of the Garnetslayer and Demne of the Strongslayer.
Lifespan
60 - 80 years
Average Height
5 feet - 6 feet
Average Weight
150lbs
Average Physique
Leonin tend to be very muscular, strong and buff, compared to the Tabaxi who are dexterous, lithe and slender.
Body Tint, Colouring and Marking
Leonin's tend to have a pale hair color, while also having a darker manes similar to that of real life lions.

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Leonin

ability score increase: Con +2; Str +1
age: Leonin mature and age at about the same rate as humans.
alignment: Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
Size: Medium
speed: 35ft
Languages: Common and Leonin
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.   Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

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