Planescape Monstrous Compendium Appendix I


Animal Lord

Note

“Animal lord” is a template that can be added to any animal.

Size

Same as the base creature

Type

Changes to Outsider (Shapechanger)

Hit Dice

Total HD increases to 15. If Hit Dice is above 15 then it does not change. Hit Die type remains d8, but receives full hit points in each die.

Initiative

Same as the base creature

Speed

Same as the base creature in either form or 30 feet, whichever is higher. If the base creature has any other type of movement (flight, swim), the animal lord retains that movement rate in animal form only.

Armor Class

The animal lord has +8 natural armor bonus over whatever AC the base creature had. Animal lords gain a +2 insight bonus to AC from their danger sense.

Attacks

In animal form as the base creature. In human form some employ weapons. Also, their Base Attack Bonus normally changes to the same as a fighter of the same level as HD.

Damage

Same as the base creature

Face / Reach

Same as the base creature

Sp. Attacks

Same as the base creature plus spell-like abilities, summon allies

Sp. Qualities

Same as the base creature plus Alternate form, damage reduction, darkvision, spell resistance, sealed mind, danger sense, telepathy, improved uncanny dodge, outsider

Saves

All saves are Good (+9 on all for a 15HD Outsider). Animal lords gain a +2 insight bonus to Reflex saves (from the danger sense)

Abilities

Str +8, Dex +8, Con +8, Int +18, Wis +6, and Cha 14. These ability scores remain constant in either form

Skills

An animal lord has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat all skills as class-skills. The animal lord receives all racial bonuses for its animal type when in either form

Feats

Animal lords have five feats (for a 15HD animal lord), including any listed for its animal type

 

Climate

Beastlands

Organization

Solitary or troupe (Animal lord plus 10-25 HD worth of creatures of the animal lord’s type)

Rating (CR)

Same as the base creature +8 (minimum 13).

Treasure

None

Alignment

Always True Neutral

Advancement

Same as the base creature

 

 

· The Animal Lords live in the Happy Hunting Grounds (Beastlands). For each animal there is a corresponding animal lord. There is a fox lord, a bass lord, a mouse lord, a horse lord, and hundreds of other animal lords.

· Animal lords can appear in two distinct forms: a human form and an animal form. In either form, each animal lord looks quite different. In humanoid form, they look much like a human man or woman but with subtle features of the animal in question. In this form, they are of Medium-size, about 6 feet tall. In animal form, they look like the animal over which they exercise dominion. The tiger lord will look like a sleek, beautiful tiger; the badger lord will appear as a badger, etc.

· While it would be incorrect to say that the animal lords are immoral, it would not be wrong to say they are amoral, especially when dealing with outside affairs. The animal lords care little for anything besides matters directly related to their business. They will conduct their day-today affairs related to the animal over which they hold dominion with little regard for the world around them.

· That is not to say that the existence of the animal lords does not benefit other animals or people. If a person or other animal is in a lord's territory, the lord will often aid the creature to get rid of it rather than let it die. But in all other dealings, an animal lord can be brutal and seemingly uncaring. There is, as they say, no such thing as animal politics.

· The spirits of the animal lords are immortal. In a sense, they are the gods to their respective animals. If an animal lord's form is killed, its essence will reappear in another of its animals, far away, perhaps even on another plane.

· The primary driving force of the animal lords is nature. Its own will and the will of the individual are deferred to nature. Although the rabbit lord will seek vengeance upon man for destroying the homeland of rabbits, he will not shed a tear for a rabbit killed by natural predators. It is the way of nature and the will of the gods.

· Animal lords lose their special attacks from their animal type when in human form, but retain those listed below, unless noted otherwise.

· Spell-Like Abilities (Sp): At will—Charm Person (on any person affectionate to the lord’s animal increase the DC by 5), Plane Shift, Teleport, and Antimagic Field (3/day). Save DC is 10 + spell level + animal lord’s Cha modifier.

· Summon Allies (Su): Three times per day an animal lord can automatically summon 2d6 creatures of its animal type.

· Alternate Form (Su): All animal lords can shift into animal or human form as though using the Polymorph Self spell. Changing forms is a partial action. Upon changing forms, the animal lord regains hit points as if having rested for a day.

· Damage Reduction (Ex): An animal lord gains damage reduction 10/+1 in either form.

· Darkvision (Ex): Range 60 feet.

· Spell Resistance (Ex): SR 21

· Sealed Mind (Ex): Immune to all mind-influencing effects, Charms, and any spell that compels action.

· Danger Sense (Su): Animal lords have a keen danger sense that borders on precognition. In mortal danger the lord is 90% likely to have a “bad feeling” and 25% likely to know exactly what will happen (similar to the Foresight spell, they receive a +2 insight bonus to AC and reflex saves).

· Telepathy (Su): An animal lord can communicate telepathically with any creature and with all animals of its type in a 100ft radius. Also, the lords have an always active Detect Thoughts, making them impossible to surprise or deceive.

· Improved Uncanny Dodge: As the rogue’s ability of the same name.

 

 



    Melroch Eitheldor @ 2003 - 2004

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