NerdParker’s Stuff

Build a Bigger Bestiary: Animal Lords (2024 MM)

Alright, continuing on with the 2024 MM: the three Animal Lords. I think it's worth noting that I couldn't do this without Chris Davidson's Making Custom Adversaries.

Animal Lord, Forager

Tier 4 Support

A legendary spirit and divine protector of foraging beasts.
Motives & Tactics: Act like their animal

Difficulty: 20 | Thresholds: 20/35 | HP: 5 | Stress: 5
ATK: +3 | Rend: Melee | 4d6+4 phy


Experiences: Animal behavior +4

Features

Mystic Grace - Passive: The Animal Lord has resistance to magic damage.

Run with the Herd - Passive: As long as the Animal Lord has allies in the scene, attacks against it are made with disadvantage.

Impossible Beauty - Reaction: When a PC damages the Animal Lord, they lose a Hope.

Captivated - Action: Mark a Stress to trap a target within Far range in a panicked stare. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll.

Radiant Ray - Action: Make an attack against a target within Far range. If you succeed, spend a Fear to do 3d8 direct magic damage.

Cynocephaly
From the Nuremberg Chronicle (1493)

Animal Lord, Hunter

Tier 4 Standard

A legendary spirit and divine protector of hunting beasts.
Motives & Tactics: Act like their animal

Difficulty: 18 | Thresholds: 22/39 | HP: 6 | Stress: 4
ATK: +5 | Claw and Bite: Melee | 4d10+3 phy


Experiences: Animal behavior +4

Features

Mystic Grace - Passive: The Animal Lord has resistance to magic damage.

Frenzy - Action: Attack all targets in Melee range. If none of the targets mark a Hit Point, mark 1 Stress.

Marked as Prey - Passive: The Animal Lord has advantage when attacking PCs it has damaged earlier in this scene.

Furious Roar - Reaction: When a PC deals Major or greater damage to the Animal Lord, they mark a Stress.

Feral Strike - Action: Mark a Stress to run to a target within Far range and then make an attack. If the attack hits a target from above, the target marks a Stress.

Animal Lord, Sage

Tier 4 Leader

A legendary spirit and divine protector of sage beasts.
Motives & Tactics: Act like their animal

Difficulty: 20 | Thresholds: 38/64 | HP: 8 | Stress: 8
ATK: +8 | Claw and Bite: Melee | 4d10+6 phy


Experiences: Animal behavior +4

Features

Mystic Grace - Passive: The Animal Lord has resistance to magic damage.

Regal Insight - Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear.

Radiant Ray - Action: Make an attack against a target within Far range. If you succeed, spend a Fear to do 4d8 direct magic damage.

Mire - Passive: The Animal Lord psychically bewilders a foe. A target within Close must make an Instinct Reaction roll or be Restrained and Vulnerable to magic damage until the end of the scene. They may succeed at a Knowledge (21) roll to stop being Restrained.

Reveal the Truth - Action: All allies in the scene are resistant to magic damage until the Animal Lord marks a Hit Point.

Voice of Judgment - Action: Spend two Fear to attack all targets within Far range. If successful, the target takes 4d12+4. If the target has attacked a natural animal this scene, the attack does critical damage.

#bigger-bestiary #daggerheart