Monster
Animal Lord
Official reference · XMM · 2024
- Creature type
- Celestial
- Size
- Medium
- Armor class
- 19
- Hit points
- 323 (34d8 + 170)
- Speed
- Walk 60 ft., Fly 60 ft. (hover), Swim 60 ft.
- Challenge rating
- 20
- Alignment
- Neutral
- Strength
- 24
- Dexterity
- 25
- Constitution
- 20
- Intelligence
- 19
- Wisdom
- 23
- Charisma
- 22
- Passive Perception
- 28
- Initiative
- +19
- Saving Throws
- con: +11; wis: +12
- Skills
- acrobatics: +13; athletics: +13; perception: +18; stealth: +13
- Senses
- Truesight 120 ft.
- Languages
- all
- Resistances
- cold, fire, necrotic, psychic, radiant
- Condition Immunities
- charmed, frightened, stunned
Traits
Animal Lordship
An animal lord represents a Forager, Hunter, or Sage (DM's choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day)
If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence
Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers one of the following effects:
- Captivated (Forager Only): The target has the Charmed condition until the end of its next turn. While Charmed, the target has the Incapacitated condition.
- Fearful (Hunter Only): The target has the Frightened condition until the end of its next turn.
- Mired (Sage Only): The target takes 10 (3d6) Psychic damage, and the target is magically bewildered until the end of its next turn. While bewildered, the target subtracts 1d4 from its saving throws.
The animal lord has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend
Melee Attack: +13, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Force damage.
Radiant Ray
Ranged Attack: +12, range 120 ft. Hit: 20 (4d6 + 6) Radiant damage.
Animal Spirit
The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet. Failure: 28 (4d10 + 6) Radiant damage. Success: Half damage. Success or Failure: One of the following effects occurs:
- Fortify (Forager Only): The animal lord gains 20 Temporary Hit Points.
- Marked as Prey (Hunter Only): The animal lord has Advantage on attack rolls against the target until the start of the animal lord's next turn.
- Pesky Swarm (Sage Only): The target has Disadvantage on attack rolls and ability checks until the end of its next turn.
Bonus actions
Shape-Shift
The animal lord shape-shifts into a Huge or smaller version of the animal it represents or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Feral Strike
The animal lord moves up to its Speed without provoking Opportunity Attacks, and it makes one Rend attack.
The animal lord makes one Radiant Ray attack.
The animal lord casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At will: Animal Friendship, Animal Messenger, Speak with Animals
2/day each: Awaken, Greater Restoration
1/day each: Animal Shapes, Sunburst