Medium celestial, neutral
- Armor Class
- 19
- Hit Points
- 323 (34d8 + 170)
- Speed
- fly 60 ft. (hover), swim 60 ft., 60 ft., canHover true ft.
- Challenge
- 20 (25,000 XP)
- Saving Throws
- Con +11, Wis +12
- Skills
- Stealth +13, Athletics +13, Acrobatics +13, Perception +18
- Damage Resistances
- cold; fire; necrotic; psychic; radiant
- Condition Immunities
- charmed; frightened; stunned
- Senses
- Truesight 120 ft., passive Perception 28
- Languages
- all
Traits
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 originating from the animal lord. The target has the Frightened condition until the end of its next turn.
The animal lord has Advantage on saving throws against spells and other magical effects.
Actions
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. 28 (4d10 + 6) Radiant damage. Half damage. The animal lord has Advantage on attack rolls against the target until the start of the animal lord's next turn.
Bonus Actions
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
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.
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):