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Bestial Spirit, L2

Bestial Spirit, L2 Small Beast, Casting Mod +1, Unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 24 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1/2 (100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target.
Hit. 11 (1d8+6) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L3

Bestial Spirit, L3 Small Beast, Casting Mod +1, Unaligned CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 34 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1 (200 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target.
Hit. 12 (1d8+7) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L4

Bestial Spirit, L4 Small Beast, Casting Mod +1, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 44 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 2 (450 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target.
Hit. 13 (1d8+8) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L5

Bestial Spirit, L5 Small Beast, Casting Mod +1, Unaligned CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 54 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 4 (1,100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target.
Hit. 14 (1d8+9) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L6

Bestial Spirit, L6 Small Beast, Casting Mod +1, Unaligned CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 64 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 5 (1,800 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target.
Hit. 15 (1d8+10) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L7

Bestial Spirit, L7 Small Beast, Casting Mod +1, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 74 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 6 (2,300 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target.
Hit. 16 (1d8+11) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L8

Bestial Spirit, L8 Small Beast, Casting Mod +1, Unaligned CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 84 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 8 (3,900 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target.
Hit. 17 (1d8+12) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L9

Bestial Spirit, L9 Small Beast, Casting Mod +1, Unaligned CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 94 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +13 to hit, Reach 5 ft., one target.
Hit. 18 (1d8+13) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L2

Bestial Spirit, L2 Small Beast, Casting Mod +2, Unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 25 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1/2 (100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target.
Hit. 11 (1d8+6) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L3

Bestial Spirit, L3 Small Beast, Casting Mod +2, Unaligned CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 35 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1 (200 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target.
Hit. 12 (1d8+7) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L4

Bestial Spirit, L4 Small Beast, Casting Mod +2, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 45 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 2 (450 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target.
Hit. 13 (1d8+8) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L5

Bestial Spirit, L5 Small Beast, Casting Mod +2, Unaligned CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 55 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 4 (1,100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target.
Hit. 14 (1d8+9) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L6

Bestial Spirit, L6 Small Beast, Casting Mod +2, Unaligned CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 65 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 5 (1,800 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target.
Hit. 15 (1d8+10) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L7

Bestial Spirit, L7 Small Beast, Casting Mod +2, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 75 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 6 (2,300 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target.
Hit. 16 (1d8+11) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L8

Bestial Spirit, L8 Small Beast, Casting Mod +2, Unaligned CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 85 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 8 (3,900 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target.
Hit. 17 (1d8+12) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L9

Bestial Spirit, L9 Small Beast, Casting Mod +2, Unaligned CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 95 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +13 to hit, Reach 5 ft., one target.
Hit. 18 (1d8+13) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L2

Bestial Spirit, L2 Small Beast, Casting Mod +3, Unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 26 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1/2 (100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target.
Hit. 11 (1d8+6) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L3

Bestial Spirit, L3 Small Beast, Casting Mod +3, Unaligned CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 36 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1 (200 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target.
Hit. 12 (1d8+7) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L4

Bestial Spirit, L4 Small Beast, Casting Mod +3, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 46 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 2 (450 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target.
Hit. 13 (1d8+8) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L5

Bestial Spirit, L5 Small Beast, Casting Mod +3, Unaligned CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 56 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 4 (1,100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target.
Hit. 14 (1d8+9) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L6

Bestial Spirit, L6 Small Beast, Casting Mod +3, Unaligned CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 66 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 5 (1,800 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target.
Hit. 15 (1d8+10) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L7

Bestial Spirit, L7 Small Beast, Casting Mod +3, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 76 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 6 (2,300 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target.
Hit. 16 (1d8+11) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L8

Bestial Spirit, L8 Small Beast, Casting Mod +3, Unaligned CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 86 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target.
Hit. 17 (1d8+12) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L9

Bestial Spirit, L9 Small Beast, Casting Mod +3, Unaligned CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 96 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +13 to hit, Reach 5 ft., one target.
Hit. 18 (1d8+13) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L2

Bestial Spirit, L2 Small Beast, Casting Mod +4, Unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 27 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1/2 (100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target.
Hit. 11 (1d8+6) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L3

Bestial Spirit, L3 Small Beast, Casting Mod +4, Unaligned CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 37 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1 (200 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target.
Hit. 12 (1d8+7) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L4

Bestial Spirit, L4 Small Beast, Casting Mod +4, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 47 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 2 (450 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target.
Hit. 13 (1d8+8) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L5

Bestial Spirit, L5 Small Beast, Casting Mod +4, Unaligned CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 57 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 4 (1,100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target.
Hit. 14 (1d8+9) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L6

Bestial Spirit, L6 Small Beast, Casting Mod +4, Unaligned CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 67 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 5 (1,800 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target.
Hit. 15 (1d8+10) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L7

Bestial Spirit, L7 Small Beast, Casting Mod +4, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 77 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 6 (2,300 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target.
Hit. 16 (1d8+11) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L8

Bestial Spirit, L8 Small Beast, Casting Mod +4, Unaligned CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 87 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target.
Hit. 17 (1d8+12) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L9

Bestial Spirit, L9 Small Beast, Casting Mod +4, Unaligned CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 97 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +13 to hit, Reach 5 ft., one target.
Hit. 18 (1d8+13) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L2

Bestial Spirit, L2 Small Beast, Casting Mod +5, Unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 28 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1/2 (100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target.
Hit. 11 (1d8+6) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L3

Bestial Spirit, L3 Small Beast, Casting Mod +5, Unaligned CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 38 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 1 (200 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Maul. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target.
Hit. 12 (1d8+7) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L4

Bestial Spirit, L4 Small Beast, Casting Mod +5, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 48 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 2 (450 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target.
Hit. 13 (1d8+8) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L5

Bestial Spirit, L5 Small Beast, Casting Mod +5, Unaligned CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 58 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 4 (1,100 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 2 Attacks.

Maul. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target.
Hit. 14 (1d8+9) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L6

Bestial Spirit, L6 Small Beast, Casting Mod +5, Unaligned CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 68 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 5 (1,800 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target.
Hit. 15 (1d8+10) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L7

Bestial Spirit, L7 Small Beast, Casting Mod +5, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 78 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 6 (2,300 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 3 Attacks.

Maul. Melee Weapon Attack: +11 to hit, Reach 5 ft., one target.
Hit. 16 (1d8+11) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L8

Bestial Spirit, L8 Small Beast, Casting Mod +5, Unaligned CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 88 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target.
Hit. 17 (1d8+12) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bestial Spirit, L9

Bestial Spirit, L9 Small Beast, Casting Mod +5, Unaligned CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 98 (4d10+8)
  • Speed 40 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:Darkvision 60ft., Passive Perception 12

Languages:Understands the languages you speak

Challenge: CR 9 (5,000 xp)

When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

Actions

Multiattack. The beast makes 4 Attacks.

Maul. Melee Weapon Attack: +13 to hit, Reach 5 ft., one target.
Hit. 18 (1d8+13) piercing damage.

Legendary Actions

Amphibious (Water Only). The beast can breathe air and water.

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.