Library / Bestiary

Animal Lord

CR 11.00 Outsider NG Medium
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.

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

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

Agile Maneuvers from Feat

<p class="stat-block-1"> 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.</p>

Deadly Aim from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 &ndash;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.</p>

Dodge from Feat

<p class="stat-block-1"> 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.</p>

Endurance from Feat

<p class="stat-block-1"> 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.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>

Point-Blank Shot from Feat

<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>

Precise Shot from Feat

<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard &ndash;4 penalty on your attack roll.</p>

Rapid Shot from Feat

<p class="stat-block-1"> 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 &ndash;2 penalty when using Rapid Shot.</p>

Shot on the Run from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.</p>

Toughness from Feat

<p class="stat-block-1"> 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).</p>

Vital Strike from Feat

<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>

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:
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
Sources Used in This Record
17 House/Core
  • Uses feat: Agile Maneuvers (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Deadly Aim (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Endurance (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Point-Blank Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Precise Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Rapid Shot (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Shot on the Run (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Animal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Fang, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cat's Grace (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Animal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Animal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Longstrider (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Pass Without Trace (Spell)
    House/Core — covered by the site's Section 15.
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