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Monster Manual (5.5e), 2025

Animal Lord CR: 20

Medium celestial, neutral
Armor Class: 19 (Natural Armor)
Hit Points: 323 (34d8 + 170) 34d8+170
Speed: 60 ft , fly: 60 ft , swim: 60 ft , can hover

STR

24 +7

DEX

25 +7

CON

20 +5

INT

19 +4

WIS

23 +6

CHA

22 +6

Saving Throws: Constitution +11, Wisdom +12
Skills:

Acrobatics +13, Athletics +13, Perception +18, Stealth +13

Damage Resistances: Cold, Fire, Necrotic, Psychic, Radiant
Condition Immunities: Charmed, Frightened, Stunned
Senses:

Truesight 120 ft, Passive Perception 28

Languages: All languages
Challenge Rating: 20 ( 25000 XP)
Proficiency Bonus: +6
by Valera Lutfullina

Spellcasting. 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


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.

Magic Resistance. 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 Roll: +13, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Force damage.

Radiant Ray. Ranged Attack Roll: +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. Failure or Success: 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 Actions

Legendary Action Uses: 3. Immediately after another creature's turn, the animal lord can expend a use to take one of the following actions. The animal lord regains all expended uses at the start of each of its turns.

  • Feral Strike. The animal lord moves up to its Speed without provoking Opportunity Attacks, and it makes one Rend attack.
  • Radiant Strike. The animal lord makes one Radiant Ray attack.

Suggested Environments

The Beastlands


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