Small Monstrosity, Chaotic Neutral
AC 19 (raw aggression, unpredictable motion)    Initiative +10 (20)
HP 348 (24d10 + 216)
Speed 50 ft., Climb 40 ft.
Mod Save
STR 26 +8 +14
DEX 18 +4 +4
CON 28 +9 +15
Mod Save
INT 6 −2 −2
WIS 14 +2 +8
CHA 16 +3 +3
Skills Athletics +14, Intimidation +9, Performance +9
Resistances Piercing, Slashing
Immunities Bludgeoning; Charmed, Frightened, Stunned
Senses Darkvision 60 ft., Tremorsense 30 ft.; Passive Perception 12
Languages Common (shouted only), Drum
CR 20 (XP 25,000; PB +6)
Traits

ANIMAL. At the start of combat, Animal immediately enters Uncontrolled Rage (no action required).

While raging:

  • He has advantage on Strength checks and saving throws

  • He deals +8 damage on melee attacks

  • He cannot be knocked unconscious—when reduced to 0 hit points, he instead drops to 1 hit point once per rage

Rhythm of Destruction. As long as Animal can hear any rhythmic sound (drums, footsteps, heartbeats, chanting, combat noise), he gains advantage on all attack rolls. If total silence occurs, Animal howls in confusion and loses this benefit until sound resumes.

Too Angry to Die. The first two times Animal would drop to 0 hit points, he instead stays at 1 hit point and immediately makes one attack against every creature within reach.

Legendary Resistance (3/day). If Animal fails a saving throw, he can succeed instead.

(Used by screaming “NO.”)

Actions

Multiattack. Animal makes four attacks: two Feral Blows, one Headbutt, and one Wild Instrument (if available).

Feral Blow. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.

Headbutt. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 8) bludgeoning damage. Target must succeed on a DC 20 Constitution save or be stunned until the end of its next turn.

Wild Instrument. Animal grabs anything nearby (drum, chair, enemy, wall fragment). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 8) bludgeoning damage. If the object was another creature, both take the damage.

DRUM SOLO OF APOCALYPSE (Recharge 5–6). Animal manifests a massive spectral drum kit and goes absolutely feral. Each creature within 30 ft. must make a DC 20 Constitution saving throwFailure: 63 (14d8) thunder damage, knocked prone, and stunned until the end of their next turn. Success: Half damage and not stunned. The ground cracks. Windows shatter. Somewhere, a god flinches.

Reactions

HIT BACK. When Animal takes damage, he may immediately move up to 10 ft. toward the attacker and make one Feral Blow.

Legendary Actions

Animal has 3 legendary actions, choosing from the options below.

MOVE. Animal moves up to his speed in a straight line. Opportunity attacks against him are made with disadvantage.

SMASH. Animal makes one Feral Blow.

LOUDER (Costs 2 Actions). Animal roars. All enemies within 30 ft. must succeed on a DC 18 Wisdom save or be frightened until the end of their next turn.

ENCORE (Costs 3 Actions). Animal immediately recharges Drum Solo of Apocalypse and uses it.

Description

No one knows where Animal came from.
No one knows how to stop him.

Some say he is the physical embodiment of rhythm. Others claim he is what happens when rage learns percussion. Cultists have tried to worship him. Demons have tried to recruit him. Both groups were trampled.

Animal does not plan.
Animal does not scheme.
Animal happens.

TACTICS

  • Charges the loudest thing first

  • Targets spellcasters second (they “make weird noise”)

  • Ignores strategy entirely

  • Accidentally wins encounters


ROLEPLAY NOTES

  • Speaks in single words

  • Responds to music instinctively

  • Can be calmed by exceptionally good rhythm (DC 22 Performance check)

  • Will protect party members he likes by standing directly on threats


DEFEATING ANIMAL

You don’t kill Animal.

You either:

  • Exhaust him completely

  • Out-drum him

  • Or redirect him toward something worse

If Animal ever goes quiet…
something has gone terribly wrong.

🥁 Animal — Combat Shouts

When Combat Starts

  • “ANIMAAAAL!”

  • “DRUM TIME!”

  • “LOUD NOW!”

  • “WHO HIT ME?!” (before anyone has)


When He Enters Rage

  • “NO STOP!”

  • “HIT EVERYTHING!”

  • “FAST! LOUD! AGAIN!”

  • “ANIMAL FEEL GOOD!”


Basic Attacks

  • “SMASH!”

  • “HIT!”

  • “MY TURN!”

  • “YOU LOUD—NOW QUIET!”


Headbutt

  • “FACE DRUM!”

  • “BONK!”

  • “HEAD GO BOOM!”


Wild Instrument (Grabbing Something)

  • “THIS DRUM NOW!”

  • “YOU DRUM!” (if it’s a creature)

  • “BREAK MUSIC!”

  • “HIT WITH HIT!”


When He Takes Damage

  • “HEY!”

  • “RUDE!”

  • “ANIMAL HIT BACK!”

  • “WHY YOU TOUCH?!”


Reaction: HIT BACK

  • “MY TURN AGAIN!”

  • “NO WAIT!”

  • “ANIMAL REMEMBER YOU!”


DRUM SOLO OF APOCALYPSE

(He manifests the drums, eyes wild)

  • “DRUM SOLOOOOOO!”

  • “LOUDER! LOUDER!”

  • “FEEL THE BEAT!”

  • “WORLD SHAKE!”

(After the hit)

  • “YEAHHHH!”


When Someone Casts a Spell

  • “WEIRD NOISE!”

  • “STOP MAGIC—USE DRUM!”

  • “ANIMAL DON’T LIKE FLOATY!”


When Someone Goes Down

  • “NAP TIME!”

  • “ANIMAL WIN?”

  • “STILL LOUD?”


When He Misses

  • “…HUH?”

  • “GROUND MOVE!”

  • “MISS DRUM!”


When He’s Actually Hurt Badly

  • “ANIMAL MAD NOW!”

  • “NO BREAK!”

  • “STILL STANDING!”


Legendary Action: LOUDER

  • “LOUD!”

  • “LOUDER!”

  • “LOUDER THAN THAT!”


When Calmed by Music

(Confused, tilting head)

  • “…good beat.”

  • “…again?”

  • “ANIMAL LISTEN.”


If Reduced to 1 HP Instead of 0

  • “NOT DONE!”

  • “ANIMAL STILL HERE!”

  • “ROUND TWO!”


Post-Combat (If He Likes the Party)

  • “GOOD FIGHT!”

  • “YOU FUN!”

  • “ANIMAL STAY.”


Post-Combat (If He Wanders Off)

  • “NEED MORE NOISE!”

  • “DRUM CALL ME!”

  • “ANIMAL GO!”

Habitat: Planar (Astral Plane)Urban

Treasure:  None

WilliamTaylor7652

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