Medium celestial, Neutral
| Armor Class | 19 |
|---|---|
| Hit Points | 323 (34d8 + 170) |
| Speed | 60 ft., fly 60 ft. (hover), swim 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 25 (+7) | 20 (+5) | 19 (+4) | 23 (+6) | 22 (+6) |
| Saving Throws | Con +11, Wis +12 |
|---|---|
| Skills | Acrobatics +13, Athletics +13, Perception +18, Stealth +13 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; necrotic; psychic; radiant |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; stunned |
| Senses | Truesight 120 ft., passive Perception 28 |
| Languages | all |
| Challenge | 20 |
An animal lord represents a Forager, Hunter, or Sage (DM's choice), which determines certain traits in this stat block.
If the animal lord fails a saving throw, it can choose to succeed instead.
wis DC 20, any enemy that starts its turn in a 30-foot Emanation [Area of Effect] 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.
The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Melee Attack Roll: +13, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Force damage.
Ranged Attack Roll: +12, range 120 ft. Hit: 20 (4d6 + 6) Radiant damage.
The animal lord conjures an animal spirit that strikes at a creature and then disappears. dex 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.
The animal lord moves up to its Speed without provoking Opportunity Attack, 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 each/day: Awaken, Greater Restoration
1 each/day: Animal Shapes, Sunburst