Animal Lord (Apath)

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Unofficial rules compendium

This is a version of the animal lord monster template expressed as an archetype.

Background

The animal lord is a champion of a family of animals, like canines or felines. As he grows in power, the animal lord assumes more and more of the abilities of his animal family, becoming a shapeshifting lord of the wild; all animals and many monsters of his family acknowledge the superiority of a high level animal lord.

Animal lords are rare. There is usually only one animal lord of significant level on a given subcontinent. If two animal lords of similar level meet, they are likely to fight for dominance.


Animal lords are humanoids that change into animal forms. These rules refers to the animal lord's natural form as humanoid. Animal lords that are not humanoids might exist, but are outside the scope of the class as written.

Class Information

This is a martial arts archetype of the way of the body, a shapechanger that fights like an animal.

Class: Ranger.

Starting Money: 2d6 × 10 gp (average 70 gp)

Hit Die: d10.

Class Skills

The ranger's class skills are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features

The animal lord has all standard ranger class features, except as noted below.

Weapon and Armor Proficiency

The animal lord is proficient with all simple and martial weapons, He is also proficient with the natural attacks (claw, bite, and so forth) gained from the animal attacks class feature and the forms he assumes with animal shape. Animal lords are proficient with light armor but are prohibited from wearing metal armor or using a metal shield. An animal lord can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Animal lords are not proficient with shields.

An animal lord who wears prohibited armor or uses a prohibited shield is unable to use the supernatural or spell-like class features while doing so and for 24 hours thereafter.

Animal Family

At first level, the animal lord must select an animal family, This choice determines which animals are his allies, which forms he can assume, and many other abilities. See the animal families section in the appendix.

Defensive Instinct (Ex)

At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the animal lord adds his Wisdom bonus (if any) to his AC and CMD. If he is wearing nonmetal armor he instead adds half his Wisdom bonus to his AC (minimum 0).

These bonuses to AC apply even against touch attacks and when the animal lord is flat-footed. He loses these bonuses when he is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature or other abilities that do not stack with the monk AC bonus.

Note that temporary Wisdom modifiers, such as those from owl's wisdom, do not increase the armor class bonus from this ability. This replaces medium armor and shield proficiency.

Animal Senses (Ex)

The animal lord gains the senses of his animal family in both humanoid and animal form, as outlined in the animal families section. This replaces the level 1 favored enemy.

Dominion (Sp)

An animal lord gains speak with animals as a constant spell-like ability, but this only applies to creatures of his animal family (see below). In addition, an animal lord can cast charm animal on any animal of his animal family as a spell-like ability at will (CL equals the animal lord’s HD). The save DC of this ability is 10 + 1/2 the animal lord's class level + his Charisma modifier. A creature that saves against this ability is immune to that animal lord's dominion for 24 hours or until it is pinned or rendered unconscious. A creature that the animal lord has pinned or rendered unconscious automatically fails its saving throw against this ability.

Magical beasts similar to animals of the animal lord's animal family (GM's discretion) can also be affected by this ability, despite their creature type, but if a magical beast saves against this ability, it cannot be affected by that animal lord's dominion ability until the animal lord has advanced a level in the class.

Animal Skills (Ex)

The animal lord gains the racial skill bonuses of his animal family, as outlined in the animal families section. He can use these skill bonuses in humanoid and animal form. This replaces track.

Animal Attacks (Su)

At 2nd level the animal lord gains the ability to instantly shift parts of his body into natural weapons without changing his overall shape. He can use the natural attacks of his animal family in animal and humanoid form, as outlined in the animal families section. The first attack(s) listed are primary natural attacks. Any other natural attacks listed are secondary natural attacks. This applies regardless of whether this type of natural attack is normally a primary or secondary natural attack. A natural attack used together with armed or unarmed attacks is always a secondary natural attack. An animal lord that uses only a single natural attack can make iterative attacks using this natural attack, as if he was wielding a weapon. This only applies if the animal lord uses no other attacks, neither armed, unarmed, or natural. An animal lord with multiple natural attacks can still choose to only use one natural attack in order to gain iterative attacks. This replaces endurance.

Native Terrain (Ex)

Table: Native Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

At 3rd level, an animal lord may select a type of terrain from Table: Native Terrains. The animal lord gains a +2 bonus on initiative checks, attack rolls, damage rolls, and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. An animal lord traveling through his native terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the animal lord may select an additional native terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one native terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of native terrain, the animal lord's bonuses do not stack; he simply uses whichever bonus is higher. This replaces favored terrain and is a variant of both favored enemy and favored terrain; the bonuses do not stack with bonuses from those abilities.

Animal Shape (Su)

At 4th level the animal lord gains the ability to assume some of the animal forms listed under his animal family in the animal families section. He can use this ability at will and it lasts until he dies or resumes his normal shape as a standard action. At level 4 he can assume the shape of Small and Medium animals of his family, as beast shape I. At 7th level, he can assume the form of a Tiny or Large member of his animal family, as beast shape II. At 11th level he can change between animal and humanoid for as a swift action. At 15th level he can assume the form of a Huge member of his animal family, as beast shape III. Note that some animal families do not have access to all size categories. This ability counts as wild shape into an animal for the purpose of prerequisites and what other abilities it can be used with.

When he assumes an animal form, all his gear is absorbed into his assumed form. Items that provide continuous bonuses continue to provide those bonuses, except armor. An animal lord in animal form can benefit from armor with the wild property.

In animal form, the animal lord uses the attacks gained from his animal attacks class feature rather than those of the assumed form. This includes special attacks such as grab.

The animal lord can change into hybrid forms as a free action, adding cosmetic traits from his animal form to his humanoid form. This has no game effect but the animal lord is assumed to be doing this to use abilities that emulate those of animals. This replaces hunter's bond.

Improved Natural Attacks

At 5th level, and again at level 19, the animal lord gains Improved Natural Attack as a bonus feat. A animal lord that only has a single natural attack can apply this feat to that attack again, with stacking benefits. This replaces the level 5 favored enemy and improved quarry.

Special Qualities (Su)

At 7th level the animal lord gains the special qualities of his animal family, as outlined in the animal families section. He can use these special qualities in humanoid and animal form. This replaces woodland stride.

Animal Movement (Su)

At 8th level the animal lord gains the movement abilities of his animal family in humanoid and animal form, as outlined in the animal families section. His body partially changes shape to allow this. This replaces swift tracker.

Special Attacks (Su)

At 9th level the animal lord gains the special attacks of his animal family, as outlined in the animal families section. He can use these special attacks with natural attacks in humanoid and animal form. This replaces evasion.

Shapeshifter (Ex)

At 10th level, the animal lord gains the shapeshifter subtype. This replaces the level 10 favored enemy.

Damage Reduction (Su)

At level 11 the animal lord gains DR 10/silver in both humanoid and animal forms. This replaces quarry.

Outsider (Ex)

At level 15 the animal lord's type changes to outsider (native, shapechanger). He is no longer a humanoid and cannot be affected by effects that specifically affect humanoids.

Animal Gift (Sp)

At 16th level the animal lord can bestow animal form on others. Once per day the animal lord can use animal shapes (sp). The shape assumed must be one of the animal forms listed under his animal family in the animal families section At level 20, the animal lord can use this ability at will. This replaces improved evasion and master hunter.

Foresight (Sp)

At level 20, the animal lord gains continuous foresight (sp). If this effect is dispelled, the animal lord can resume it as a swift action. This replaces the level 20 favored enemy.

Table: Animal Lord

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +2 +0 Animal lord, animal senses, armor bonus, skill modifiers
2nd +2 +3 +3 +0 Combat style feat, natural attacks
3rd +3 +3 +3 +1 1st native terrain
4th +4 +4 +4 +1 Animal shape I 0
5th +5 +4 +4 +1 Improved Natural Attack 1
6th +6/+1 +5 +5 +2 Combat style feat 1
7th +7/+2 +5 +5 +2 Animal shape II, special qualities 1 0
8th +8/+3 +6 +6 +2 2nd native terrain, animal movement 1 1
9th +9/+4 +6 +6 +3 Special attacks 2 1
10th +10/+5 +7 +7 +3 Combat style feat, shapeshifter 2 1 0
11th +11/+6/+1 +7 +7 +3 Animal shape (swift), damage reduction 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd native terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Animal shape III, outsider 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Animal gift 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th native terrain, combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved natural attacks 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Animal gift (at will), foresight 4 4 3 3

Appendix: Animal Families

Animals are grouped in families, and each animal lord must choose an animal family at first level and gains abilities appropriate to his chosen group. Note that these groupings are not scientific, they go by appearance, role, and myth.

Bear Lord

Bear lords have broad shoulders, prominent canines, and thick fingers.

Animal Shapes: Small: wolverine, Medium: black bear, Large: brown bear.

Senses: low-light vision, scent.

Special Attacks: Grab (claws).

Speed: Land 40 ft.

Natural Attacks: Small: 2 claws (1d3), bite (1d3) Medium: 2 claws (1d4), bite (1d4).

Skill Bonuses: +4 swim.

Special Qualities: Bear Hug (Ex) A bear lord deals +1d6 extra points of damage when it makes a successful grapple check.

Boar Lord

Boar lords have small eyes set close together, tusk-like incisors, and a flat, up-turned nose.

Animal Shapes: Small: pit boar, Medium: common boar, Large: dire boar.

Senses: low-light vision, scent.

Special Attacks: A boar lord that makes a charge can do both a gore attack and an overrun combat maneuver against a specific target, and if the overrun is successful, the boar lord can continue moving in a straight line to the limit of his speed.

Speed: Swim 40 ft.

Natural Attacks: Small: gore 1d6 Medium: gore 1d8.

Skill Bonuses: +8 Perception against adjacent squares.

Special Qualities: Ferocity (Ex) A boar lord remains conscious and can continue fighting even if its hit point total is below 0. He is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Canine Lord

Canine lords are hirsute, have sharp teeth, and slightly pointed ears.

Animal Shapes: Tiny: fox, Small: dog, Medium: wolf, Large: dire wolf.

Senses: low-light vision, scent.

Special Attacks: Trip (bite).

Speed: Land 50 ft.

Natural Attacks: Small: bite (1d4) Medium: bite (1d6).

Skill Bonuses: +4 Survival.

Special Qualities: Savage (Ex) A canine lord deals +1d6 extra points of damage on bite attacks against a prone opponent.

Capra Lord

Capras include goats, ibexes, and sheep. Capra lords have alert eyes and plentyful head and body hair, often curly. They might have a strong and peculiar body odor.

Animal Shapes: Small: goat, Medium: ram, Large: dire ram.

Senses: low-light vision, scent.

Special Attacks: powerful charge. When a ram lord makes a charge, its gore attack deals double damage.

Speed: 30 ft.

Natural Attacks: Small: gore 1d4 Medium: gore 1d6.

Skill Bonuses: +4 Acrobatics, +4 Survival.

Special Qualities: Gains Nimble Moves as a bonus feat.

Cat Lord

Cat lords move with a fluid agility, and have slender bodies and catlike eyes.

Animal Shapes: Tiny: cat, Small: lynx TOHC, Medium: leopard, Large: tiger, Huge: warcat.

Senses: low-light vision, scent.

Special Attacks: pounce, rake (2 claws).

Speed: Climb 20 ft.

Natural Attacks: Small: 2 claws (1d3), bite (1d4) Medium: 2 claws (1d4), bite (1d6).

Skill Bonuses: +4 Acrobatics, +4 Stealth.

Special Qualities: Leap (Ex) A cat lord adds half its Hit Dice to all Acrobatics checks made to jump, and is always treated as if it had a running start when jumping.

Cattle Lord

Cattle are powerful creatures with a strong territorial instinct. Cattle lords are powerfully built, with a mighty upper body and a high brow.

Animal Shapes: Medium: dwarf cattle (use ram statistics), Large: auroch, Huge: mountain auroch.

Senses: low-light vision, scent.

Special Attacks: A cattle lord that makes a charge can do both a gore attack and a bull rush combat maneuver against the same target.

Speed: 40 ft.

Natural Attacks: Small: gore 1d6, Medium: gore 1d8.

Skill Bonuses: Intimidate +4.

Special Qualities: Trample (Ex) As a full-round action, a cattle lord can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the gore damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the cattle lord’s HD + the cattle lord’s Str modifier. A cattle lord can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Crocodile Lord

Crocodile lords have a prominent jaw full of sharp teeth.

Animal Shapes: Small: dwarf caiman, Medium: crocodile, Large: marine crocodile, Huge: kaprosuchus (megafauna).

Senses: low-light vision.

Special Attacks: grab (bite),

Speed: Swim 50 ft.

Natural Attacks: Small: bite 1d4, tail slap 1d8 Medium: bite 1d6, tail slap 1d10.

Skill Bonuses: +8 Stealth in water.

Special Qualities: Death Roll (ex): When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. If successful, the crocodile inflicts its bite damage, knocks the creature prone, and maintains its grapple.

Deer Lord

Deer lords have large, alert eyes, long faces, thin limbs, and are jittery.

Animal Shapes: Small: antelope, Medium: stag, Large: moose.

Senses: low-light vision, scent.

Special Attacks: powerful charge (ex): When a deer lord makes a charge, its gore attack deals double damage, in addition to the normal benefits and hazards of a charge.

Speed: 40 ft.

Natural Attacks: Small: gore 1d4, 2 hooves 1d3. Medium: gore 1d6, 2 hooves 1d4.

Skill Bonuses: +4 Intimidate.

Special Qualities: Lock Horns (Ex) When a gore attack hits, a deer lord can make a reposition or trip combat maneuver as a free action without triggering an attack of opportunity.

Dinosaur Lord

A dinosaur lord tends to have sharp teeth, scaly skin, and a booming voice.

Animal Shapes: Tiny: compsognathus, Small: velociraptor, Medium: deinonychus, Large: megaraptor, Huge: allosaurus.

Senses: low-light vision, scent.

Special Attacks: pounce, rake (2 talons). Damage depends on size, Tiny (1d4) Small (1d6), Medium (1d8), Large (2d6), Huge (3d6).

Animal Movement: 50 ft.

Natural Attacks: Small: bite (1d4) Medium: bite (1d6).

Skill Bonuses: +4 Stealth.

Special Qualities: Primeval Mind (Ex) A dinosaur lord is immune to charm effects and gains a +2 bonus on all Will saves.

Dolphin Lord

Dolphin lords are hairless and may have contrasting dark and light patterns on their skin. They are notable for their melodious voices.

Animal Shapes: Small: popoto (dolphin), Medium: dolphin, Large: narwhale, Huge: orca.

Senses: blindsense 60 ft. (underwater only), low-light vision.

Special Attacks: ram (ex): When a dolphin lord makes a charge, its bite or slam attack deals double damage.

Speed: Swim 60 ft.

Natural Attacks: Small: slam 1d3 Medium: slam 1d4.

Skill Bonuses: +4 Perception, Perform (sing) +4.

Special Qualities: Hold Breath (Ex) A dolphin lord can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Elephant Lord

Elephant lords have small, widely spaced eyes and pronounced ears and noses. They have little body hair and tend towards baldness. Elephants include smaller island and forest varieties as well as larger ones in jungle and savanna. Cold-climate elephants are called mammoths and are furred.

Animal Shapes: Medium: [dwarf elephant|dwarf elephant], Large: [forest elephant|forest elephant], Huge: elephant.

Senses: low-light vision, scent.

Special Attacks: trample (ex): As a full-round action, a elephant lord can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the elephant lord’s HD + the elephant lord’s Str modifier. A elephant lord can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Speed: 40 ft.

Natural Attacks: Small: gore 1d6, slam 1d6 Medium: gore 1d8, slam 1d8.

Skill Bonuses: Survial +4.

Special Qualities: Thick Skin (Ex) An elephant lord's base natural armor bonus improves by an additional +2 in all forms.

Fowl Lord

Fowl lords rule are a wide variety of grazing birds, including ravens, poultry, and swans. A fowl lord is a proud creature with a pronounced neck, pale skin, and a large mop of hair, often of an unusual color.

Animal Shapes: Diminutive: trush Tiny: raven, Small: trumpeter swan, Medium: giant raven,

Senses: low-light vision.

Special Attacks: Eye Peck (Ex): When a bird lord scores a critical hit with a bite attack, the target loses eyesight in one eye. The target suffers a –2 penalty on Perception checks and all creatures have concealment from it. If the creature only has one functional eye prior to the called shot, it is blinded instead. This lasts until the creature is completely healed or remove blindness/deafness is applied.

Speed: fly 40 ft. (poor).

Natural Attacks: Small: bite (1d4), 2 wings (1d3) Medium: bite (1d6), 2 wings (1d4).

Skill Bonuses: +4 Diplomacy, +4 Intimidation.

Special Qualities: Crow (ex): At the start of a surprise round, when a bird lord is not surprised, she can let out a loud screech that makes allies within 30 ft. not be surprised either. If this means no creatures in the combat are surprised, then round becomes a normal combat round instead of a surprise round.

Frog Lord

Frog lords are bent, often slouching, and speak with croaking voices. Despite this they can be impressive creatures that radiate wisdom.

Animal Shapes: Diminutive: toad, Tiny: poisonous frog, Small: killer frog, Medium: giant frog, Large: goliath frog, Huge: frog father.

Senses: low-light vision, scent.

Special Attacks: Tongue (Ex) A frog lord's tongue is a primary attack with reach depending on the frog lord's current size: (Diminutive 0ft., Tiny 5ft., Small 10 ft., Medium 15 ft., Large 20 ft., Huge 30 ft. ). A frog lord's tongue deals no damage on a hit, but has the grab special attack. A frog lord does not gain the grappled condition while using its tongue to grapple.

Speed: swim 30 ft.

Natural Attacks: Small: bite 1d4; Medium: bite 1d6.

Skill Bonuses: +4 Acrobatics (+8 jumping), +4 Stealth.

Special Qualities: Slimy Skin (Ex) A frog lord gains a +4 bonus on Escape Artist checks and on CMD against grapple attacks.

Horse Lord

Horse lords have long limbs, long faces, and a great tuft of hair on the top of their head.

Animal Shapes: Medium: war pony, Large: heavy horse.

Senses: low-light vision, scent.

Special Attacks: gains Combat Reflexes as a bonus feat.

Speed: 50 ft.

Natural Attacks: Small: bite 1d4, 2 hooves 1d3 Medium: bite 1d6, 2 hooves 1d4.

Skill Bonuses: +4 Acrobatics, -4 Climb, +4 Perception.

Special Qualities: Gains Endurance and Run as bonus feats.

Raptor Lord

Raptor lords are lords of predatory birds and have wide searching eyes and aquiline noses.

Animal Shapes: Tiny: hawk, Small: eagle, Medium: [[great eagle|great eagle] ref eagle with simple template: giant, Large: giant falcon.

Senses: Telescopic Vision: the range penalty for a raptor lord's visual Perception checks is -1 pet 100 ft.

Special Attacks: Grab (2 talons).

Speed: fly 80 ft. (average).

Natural Attacks: Small: 2 talons (1d3), bite (1d4) Medium: 2 talons (1d4), bite (1d6).

Skill Bonuses: +4 Perception.

Special Qualities: Raptor Dive (Ex) A raptor lord that charges a target 20 ft or more below himself can make a natural slam attack. The damage depends on size and adds 1 1/2 times the raptor lord's Strength modifier. Tiny (1d6); Small (1d8); Medium (2d6); Large (3d6).

Rat Lord

Rat lords have pointed chins and pointed ears, and move with quick, jittery motions.

Animal Shapes: Diminutive: jerboa, Tiny: rat, Small: dire rat, Large: giant rat.

Senses: low-light vision, scent.

Special Attacks: Disease (bite) (Ex): Burning Filth fever: Bite—injury; save Fort DC 10 + 1/2 the rat lord's level + the rat lord's Constitution modifier; onset 1d3 minutes; frequency 1/minute; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. Rats and rat lords are immune to this disease.

Speed: Land 40 ft., climb 20 ft., swim 20 ft.

Natural Attacks: Small: bite (1d4) Medium: bite (1d6).

Skill Bonuses: +4 Stealth.

Special Qualities: Hearty (Ex) Rat lords are immune to disease and gain a +2 bonus on all Fortitude saves.

Roadrunner Lord

Roadrunner lords are thin with elongated limbs and necks.

Animal Shapes: Tiny: roadrunner ref (use compsognathus stats, with no poison or swim speed), Medium: ostrich, Large: axe beak.

Senses: low-light vision.

Special Attacks: Sudden Charge (Ex) When making a charge attack, a roadrunner lord makes a single bite attack. If successful, she may also attempt to trip an opponent of its own size category or smaller as a free action without provoking an attack of opportunity. If the attempt fails, the roadrunner lord cannot be tripped in return.

Speed: 60 ft.

Natural Attacks: Small: bite (1d4); Medium: bite (1d6).

Skill Bonuses: +4 Perception.

Special Qualities: A roadrunner lord gains Improved Initiative and Run as bonus feats.

Seal Lord

Seal lords are often compact to the point of looking fat, with short powerful arms and legs. They have small noses and small, wide-set dark eyes.

Animal Shapes: Small: seal, Medium: sea lion (seal), Large: walrus.

Senses: low-light vision.

Special Attacks: trip (bite).

Speed: Swim 50 ft.

Natural Attacks: Small: bite 1d4 Medium: bite 1d6.

Skill Bonuses: +4 Acrobatics in water, +4 Perception in water.

Special Qualities: Hold Breath (Ex) A seal lord's can hold their breath a number of minutes equal to 5 times their Constitution score before beginning to drown.

Serpent Lord

Serpent lords tend to have unusual skin colors (often with stripes or other patterns), snakelike eyes, and forked tongues.

Animal Shapes: Tiny: viper, Small: sea snake, Medium: venomous snake, Large: emperor cobra.

Senses: low-light vision, scent.

Special Attacks: Poison (Ex) Bite—injury; save Fort DC 10 + 1/2 the snake lord's level + the snake lord's Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save.

Speed: climb 20 ft., swim 20 ft.

Natural Attacks: Small: bite (1d4) Medium: bite (1d6).

Skill Bonuses: +4 Perception, +4 Stealth.

Special Qualities: Poison Immunity (Ex) Serpent lords are immune to poison.

Shark Lord

Shark lords have black eyes, pale skin, sharp teeth, and little or no hair on either head or body.

Animal Shapes: Medium: bull shark, Large: shark, Huge: great white shark.

Senses: (in water only) blindsense 30 ft., keen scent.

Special Attacks: Gains Spring Attack as a bonus feat, ignoring prerequisites. When using Spring Attack while swimming, the shark lord can move up to his speed both before and after the attack.

Animal Movement: swim 60 ft.

Natural Attacks: Small: bite (1d4) Medium: bite (1d6).

Skill Bonuses: +6 Intimidate.

Special Qualities: Brutal Jaws (Ex) A shark lord's bite attack causes bleed (1d6).

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Section 15 Addendum

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.