Library / Bestiary

Animal Lord

CR 11.00 Outsider NG Medium HD 10
This dark-skinned woman's languid movements are grace personified, her sparkling eyes those of a cat.

When the gods of nature or powerful spirits desire a champion to defend the animal world, they invest a token of their power in a chosen vessel—be it animal or humanoid. Traditionally, only one animal lord for a specific animal species is active on a world at any one time, although sometimes, when an extant animal lord strays from its charge or otherwise fails, the force that created it might create a replacement to send against the fallen animal lord to challenge it in a combat to the death, with the victor claiming the right to rule or a chance at redemption.

An animal lord does not dwell among humanity—the wild is its domain. How an animal lord interacts with a humanoid society largely depends on how that society treats the animals of that lord's affinity. Societies that honor and respect those animals, even if they use the animals as a food source, earn the animal lord's (sometimes grudging) respect, but those who abuse or otherwise harm animals of that lord's species find a powerful and ardent enemy in the lord.

The cat lord above uses a leopard as the base animal—this particular cat lord represents a newly created animal lord. The longer an animal lord exists, the higher its level should be.

Animal lords can be made from almost any creature of the animal type, but most are grouped into larger categories known as species affinities. The most common animal lord kingdom affinities are detailed below, but many others exist. Animals listed in parenthesis list typical base animals for that lord.

HP
139 (10d10+80)
AC
25, touch 18, flat-footed 18 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +4 natural)
Init
+7
Speed
30 ft., climb 20 ft.; leap
Fort
+13
Ref
+14
Will
+7
BAB
+10
CMB
+17 (+21 grapple)
CMD
34
Melee
bite +15 (1d6+5 plus grab), 2 claws +15 (1d3+5)
Ranged
+1 seeking composite longbow +18/+13 (1d8+6/×3)
DR
10/silver
Defensive Abilities
evasion
Racial Modifiers
+5 Acrobatics when jumping, +4 Stealth in undergrowth
str
20
+5
dex
24
+7
con
22
+6
int
12
+1
wis
18
+4
cha
14
+2

Weapons: Martial, Simple

favored enemy (evil outsiders +6, giants +2, undead +2)

pounce

rake (2 claws +15, 1d3+5)

change shape (leopard; shapechange)

favored terrain (jungle +4, plains +2)

hunter's bond (leopard)

swift tracker

track +5

wild empathy +12

woodland stride

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Rake (2 claws +15, 1d3+5) Ex from Universal Monster Rule
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Change Shape (leopard; shapechange) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Pounce Ex from Universal Monster Rule
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Special Abilities

Evasion from text
Favored Enemy (evil outsiders +6, giants +2, undead +2) from text
Favored Terrain (jungle +4, plains +2) from text
Hunter's Bond (leopard) from text
Swift Tracker from text
Track +5 from text
Wild Empathy +12 from text
Woodland Stride from text

Feats, Traits & Items

Agile Maneuvers from Feat

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Deadly Aim from Feat

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Endurance from Feat

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Situational: to resist nonlethal damage from exhaustion: +4 untyped Swim
Point-Blank Shot from Feat

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Situational: within 30 feet: +1 untyped attack rolls, +1 untyped damage
Precise Shot from Feat

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot from Feat

When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Shot on the Run from Feat

As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +17 (+22 when jumping), Climb +26, Handle Animal +15, Knowledge (nature) +14, Perception +17, Sense Motive +14, Stealth +20 (+24 in undergrowth), Survival +17

spell-like abilities:
At will—Charm Animal
ranger spells prepared:
3rd—Magic Fang, Greater (DC 17), 2nd—Cat's Grace (DC 16), 2nd—Hold Animal, 1st—Charm Animal, 1st—Longstrider, 1st—Pass Without Trace (DC 15)
Details
Type
Outsider
Alignment
NG
Size
Medium
Environment
warm jungles
Organization
solitary
Treasure
NPC gear (+1 leather armor, +1 seeking composite longbow [+5 Str] with 20 arrows, amulet of natural armor +1, ring of protection +1, other treasure)
Senses
low-light vision, scent; Perception +17
Languages
Common, Sylvan; speak with animals (cats only)
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
17 House/Core
  • Uses feat: Agile Maneuvers (Feat) — core content under OGL 1.0a
  • Uses feat: Deadly Aim (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Endurance (Feat) — core content under OGL 1.0a
  • Uses feat: Point-Blank Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Precise Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Rapid Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Shot on the Run (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Charm Animal (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Fang, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Cat's Grace (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Animal (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Animal (Spell) — core content under OGL 1.0a
  • Knows spell: Longstrider (Spell) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
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