Armor Class 19
Hit Points 323 (34d8 + 170)
Speed 60 ft., fly 60 ft., swim 60 ft.
Saving Throws CON +11, WIS +12
Skills Acrobatics +13, Athletics +13, Perception +18, Stealth +13
Damage Resistances cold, fire, necrotic, psychic, radiant
Condition Immunities charmed, frightened, stunned
Senses Truesight 120 ft., passive Perception 28
Languages all
Challenge 20
Animal Lordship. An animal lord represents a Forager, Hunter, or Sage (DM's choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. wis DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. The target suffers one of the following effects:
Magic Resistance. The animal lord has Advantage on saving throws against spells and other magical effects.
Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. m +13, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Force damage.
Radiant Ray. r +12, range 120 ft. Hit: 20 (4d6 + 6) Radiant damage.
Animal Spirit. 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. One of the following effects occurs:
Shape-Shift. 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.
Feral Strike. The animal lord moves up to its Speed without provoking Opportunity Attacks, and it makes one Rend attack.
Radiant Strike. The animal lord makes one Radiant Ray attack.
Monster Manual (2024), p. 15