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Menagerie of Magic - Artless -compressed

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Published by MordantRiki, 2021-01-07 14:40:42

Menagerie of Magic

Menagerie of Magic - Artless -compressed

Keywords: dnd,menagerie of magic,magic items,dungeons and dragons,5e

Bat TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your bat, you can understand the
thoughts and needs of it to the point you can
Armor Class 20 have a conversation.
Hit Points 126(20d12 + 6)
Speed 20ft. Flight 120ft TIER 3 Physical improvements. The bat increases its
movement speed to 30ft, flight speed to
STR DEX CON INT WIS CHA 180ft, hit points to 210 and gains immunity
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) to poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Drain blood After a combat situation has
Senses passive Perception 10 ended, the bat can feast ine the blood of the
Languages Common fallen. While in this state, the bat extends an
aura over you and any friendly creatures
TIER 1 Basic understanding. This creature will obey that you allow. The empowerment and
your commands providing it can hear or see strength flows through you all and you can
you. regain hit points equal to 2 hit die without
spending the die.
TIER 1 Echolocation Bats are primarily nocturnal
creatures that navigate through Actions
echolocation. While you are riding your bat,
this is extended to you. You gain truesight Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
out to 60ft while you are mounted. As soon one target. Hit 6 (1d8 + 2),
as you dismount your vision returns to
normal. Screech Melee Weapon Attack: +4 to hit, reach
TIER 2 Flyby A bat is as sneaky as it is quick. If 5ft., one target. Hit 4 (1d4 + 2) target must
the bat flies into melee range of a creature, succeed on a DC 13 Dexterity saving throw
it can leave melee range without provoking or be knocked prone.
an opportunity attack.
Dash. The Bat can move up to its full
movement speed on top of its regular
movement.

199

Boar TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your boar, you can understand the
thoughts and needs of it to the point you can
Armor Class 20 have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The boar increases
its movement speed to 120ft, hit points to
STR DEX CON INT WIS CHA 210 and gains immunity to poison and
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Enraged fury If you are in danger of being
Senses passive Perception 10 mortally wounded, the boar will charge to
Languages Common your rescue. If your hit points drop to less
than 25% of your maximum, the boar will
TIER 1 Basic understanding. This creature will obey make a charge attack against every creature
your commands providing it can hear or see in a 50ft radius before returning to stand
you. over you granting you cover.

TIER 1 Charge If the Boar moves at least 30 Actions
feet straight toward a target and then hits it
with an attack on the same turn, the target Stamp. Melee Weapon Attack: +4 to hit, reach
takes double damage. 5ft., one target. Hit 6 (1d8 + 2),
TIER 2 Gluttony Boars are extremely greedy
creatures. While spirit beasts don't need Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
sustenance, boars to like to eat. The boar one target. Hit 4 (1d4 + 2) target must
will eat literally anything given to it. succeed on a DC 13 Dexterity saving throw
or be knocked prone.

Dash. The boar can move up to its full
movement speed on top of its regular
movement.

200

Crab TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your crab, you can understand the
thoughts and needs of it to the point you can
Armor Class 20 have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. Swim 40ft TIER 3 Physical improvements. The crab increases
its movement speed to 120ft, swim speed to
STR DEX CON INT WIS CHA 60ft, hit points to 210 and gains immunity to
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Clawhammer As an action, the crab can
Senses passive Perception 10 swing its massive claw down onto a creature.
Languages Common This attack has +8 to hit, deals 8d8
bludgeoning damage and knocks the
TIER 1 Basic understanding. This creature will obey creature prone.
your commands providing it can hear or see
you. Actions

TIER 1 Underwater breathing While you are Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
mounted on your crab, it extends its ability one target. Hit 6 (1d8 + 2),
to breathe underwater to you.
TIER 2 Deshell If the crab is suffering from any Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
physical ailments such as poison, it can shed one target. Hit 4 (1d4 + 2) target must
its shell and free itself of these ailments. succeed on a DC 13 Dexterity saving throw
or be knocked prone.

Dash. The crab can move up to its full
movement speed on top of its regular
movement.

201

Crocodile TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your Crocodile, you can
understand the thoughts and needs of it to
Armor Class 20 the point you can have a conversation.
Hit Points 126(20d12 + 6)
Speed 50ft. Swimming 80ft. TIER 3 Physical improvements. The crocodille
increases its movement speed to 80ft, swim
STR DEX CON INT WIS CHA speed to 120ft, hit points to 210 and gains
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) immunity to poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Death roll As an action the crocodile can
Senses passive Perception 10 clasp its jaws shut onto a creature and roll
Languages Common repeatedly in an attempt to kill it. Make an
attack roll to Snap. If this attack lands you
TIER 1 Basic understanding. This creature will obey can start making rolls for death rolls. Roll a
your commands providing it can hear or see d20, if the roll is above 11, then the
you. crocodile will roll once and deal 1d8 force
damage. You can continue making death roll
TIER 1 Intimidate. Any creature in a 50ft radius attacks until you roll 1-10.
of you while you are riding this beast is
fearful of the situation and will think twice Actions
before attacking you.
TIER 2 Gigantic lungs The crocodile can hold its Snap. Melee Weapon Attack: +4 to hit, reach 5ft.,
breath underwater for extended periods of one target. Hit 12 (2d8 + 4),
time. If the spirit beast trusts you it can
extend this ability to you while you are riding Bite. Melee Weapon Attack: +4 to hit, reach 5
it. You can now hold your breath for up to ft., one creature. Hit: 7 (1d10 + 2) piercing
one hour at a time, whether you are damage, and the target is grappled (escape
underwater or not, as long as you are in DC 12). Until this grapple ends, the target is
contact with your crocodile. restrained, and the crocodile can’t bite
another target.

Dash. The crocodile can move up to its full
movement speed on top of its regular
movement.

202

Crow TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your crow, you can understand the
thoughts and needs of it to the point you can
Armor Class 20 have a conversation.
Hit Points 126(20d12 + 6)
Speed 40ft. Flying 80ft TIER 3 Physical improvements. The Crow increases
its movement speed to 60 feet and flying
STR DEX CON INT WIS CHA speed 120 feet, hit points to 210 and gains
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) immunity to poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Breaking the Sound Barrier Crows are not
Senses passive Perception 10 necessarily known for their great speeds of
Languages Common flight, however once you share a great bond
with your Crow it will protect you will all of
TIER 1 Basic understanding. This creature will obey its might. While mounted you may flee at
your commands providing it can hear or see great speeds. Flying at these incredible
you. speeds for 1 minute allows you to travel to
any point within 10 miles of your current
TIER 1 Dive Attack. If the Crow is flying and location. Once you have done this, you must
dives at least 30 feet straight toward a finish a long rest before doing so again.
target and then hits it with an attack, the
attack deals double damage to the target. Actions
TIER 2 Night Stalking. As your bond grows with
your Crow, it becomes more trusting of you. Claws. Melee Weapon Attack: +5 to hit, reach
It will allow you to burrow yourself deep 5 ft., one target. Hit: 10 (2d6 + 3) slashing
within its feathers. This grants you damage
advantage on stealth checks made while in
darkness. Beak. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.

Dash. The crow can move up to its full
movement speed on top of its regular
movement.

203

Dolphin TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your dolphin, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 30ft. Swimming 200ft. TIER 3 Physical improvements. The warhorse
increases its movement speed to 60ft, swim
STR DEX CON INT WIS CHA speed to 300ft, hit points to 210 and gains
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) immunity to poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Sonar. Dolphins are known for their
Senses passive Perception 10 echolocation abilities and this is especially
Languages Common true with the spirit beast version. The
dolphin can use this ability to locate any NPC
TIER 1 Basic understanding. This creature will obey or item (including potential tresure chests)
your commands providing it can hear or see hidden or otherwise in a 100 ft radius.
you.
Actions
TIER 1 Waterless Swimming Despite Dolphins
needing water to survive, the spirit beast Bite. Melee Weapon Attack: +7 to hit, reach
version does not. It can be used as a mount 10 ft., one creature. Hit: 11 (2d6 + 4)
on land as it seems to swim through the air piercing damage.
several feet above the ground, although its
movement speed when used this way is Tail. Melee Weapon Attack: +3 to hit, reach 5
limited. ft., one target. Hit: 3 (1d4 + 1) bludgeoning
TIER 2 Invisible in Water. The dolphin, and you damage.
when riding it are invisible while fully
immersed in water. Dash. The dolphin can move up to its full
movement speed on top of its regular
movement.

204

Drake TIER 2 Elevation As your bond grows with your
Drake, it becomes more trusting of you. It
Huge spirit beast, neutral will push through physical pain and aches to
help you. As a result, while riding your
Armor Class 20 drake, you can hover in place absolutely
Hit Points 126(20d12 + 6) silently for up to 72 hours. Beyond this, the
Speed 40ft. Flying 80ft Drake becomes completely exhausted and
collapses.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Condition Immunities Frightened, Incapacitated command your Drake, you can understand
Senses passive Perception 10 the thoughts and needs of it to the point you
Languages Common can have a conversation.

TIER 1 Basic understanding. This creature will obey TIER 3 Physical improvements. The Drake increases
your commands providing it can hear or see its movement speed to 60ft and its flying
you. speed to 120ft, hit points to 210 and gains
immunity to poison and psychic damage.
TIER 1 Terror Gaze The Drake is such a terrifying
beast, just laying eyes upon it could make TIER 4 Legendary Resistance (3/Day): If you fail a
grown men turn and flee. If you were to lock saving throw, the drake can wrap you in a
eyes with one though, you could be done for. security aura, you can choose to succeed
As an action, the Drake can attempt to lock instead.
eyes with a target to strike fear into them.
The Target must succeed on a DC 15 Actions
Wisdom saving throw or become frightened.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2)

Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2)

Dash. The Drake can move up to its full
movement speed on top of its regular
movement.

205

Elephant TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your elephant, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The elephant
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Stampeding earthquake. This spirit beast can
Senses passive Perception 10 use its powerful legs and massive feet to
Languages Common cause miniature tremors in the ground by
stamping on the spot. As an action, you can
TIER 1 Basic understanding. This creature will obey command your Elephant to do this causing
your commands providing it can hear or see every non ally creature within 30ft to make a
you. DC 15 Dexterity saving throw or fall prone.
Each day you can do this a number of times
TIER 1 Empowering Trumpet If this spirit beast is equal to your proficiency modifier. You must
with you as you enter combat, it lets out a finish a long rest before doing so again.
stunning trumpet from its trunk, this startles
the enemy and increases your likihood of Actions
success. You and each ally gain one
inspiritaion die to make an attack or saving Stamp. Melee Weapon Attack: +4 to hit, reach
throw with advantage. This only lasts during 5ft., one target. Hit 6 (1d8 + 2),
this specific encounter.
TIER 2 Going up. As your bond grows with your Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
elephant, it becomes more trusting of you. It one target. Hit 4 (1d4 + 2) target must
will allow you to stand on the tip of its trunk succeed on a DC 13 Dexterity saving throw
and will lift you to heights with great ease. or be knocked prone.
(DM Discretion applies in regards to height
you can reach, based on animal size). Dash. The Elephant can move up to its full
movement speed on top of its regular
movement.

Trunk swing. As an action, the Elephant may
swing its trunk in a 10 yard cone. Any
creature caught by the swing must succeed
on a DC 18 Dexterity saving throw or take 5
(1d6+2) bludgeoning damage.

206

Fire Elemental TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your elemental, you can
understand the thoughts and needs of it to
Armor Class 20 the point you can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. Flying 80ft TIER 3 Physical improvements. The elemental
increases its movement speed to 120ft,flying
STR DEX CON INT WIS CHA speed to 120ft, hit points to 210 and gains
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) immunity to poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Flame strike A vertical column of divine
Senses passive Perception 10 fire roars down from the heavens in a
Languages Common location you specify. Each creature in a 10-
foot-radius, 40-foot-high cylinder centered
TIER 1 Basic understanding. This creature will obey on a point within range must make a
your commands providing it can hear or see Dexterity saving throw. A creature takes 8d6
you. fire damage on a failed save, or half as much
damage on a successful one. Once this has
TIER 1 Tight pass The elemental can modify its been cast once, it must recharge the fires
size and shape to the point it can fit through within. This takes 24 hours.
gaps as small as one inch very easily.
TIER 2 Aura of flame Any creature that enters Actions
within 5ft of the elemental takes 1d8 fire
damage. Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 2),

Scorch. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit8 (2d4 + 4)

Dash. The elemental can move up to its full
movement speed on top of its regular
movement.

207

Gazelle TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your Gazelle, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The gazelle
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Unending endurance. The gazelle has
Senses passive Perception 10 unrivaled loyalty to you at this point. The
Languages Common gazelle will push through any and all
exhastion and carry you indefinetely without
TIER 1 Basic understanding. This creature will obey stopping regardless of distance. Additionally,
your commands providing it can hear or see difficult terrain will not slow you down while
you. riding this gazelle.

TIER 1 Avoidance. If the Gazelle is subjected to Actions
an effect that allows it to make a saving
throw to take only half damage, it instead Hooves. Melee Weapon Attack: +7 to hit,
takes no damage if it succeeds on the saving reach 5 ft., one target. Hit: 11 (2d6 + 4)
throw, and only half damage if it fails. bludgeoning damage.
TIER 2 Charge. If the Gazelle moves at least 30
feet straight toward a target and then hits it Bite. Melee Weapon Attack: +7 to hit, reach 5
with an attack on the same turn, the target ft., one target. Hit: 11 (2d6 + 4) piercing
takes double damage. damage.

Dash. The Gazelle can move up to its full
movement speed on top of its regular
movement.

208

Gorilla TIER 2 Beating chest A gorilla beating its chest is
a terrifying sight, especially when it is aimed
Huge spirit beast, neutral at you. But a spirit beast that is four times
the size of a real gorilla makes it infinitely
Armor Class 20 worse. As an action you can do this an all
Hit Points 126(20d12 + 6) creatures in a 30ft radius must succeed on a
Speed 80ft. DC 15 constitution saving throw or become
frightened. TIER 2 Mental bond. You can
STR DEX CON INT WIS CHA communicate with your steed telepathically.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Not only can you command your gorilla, you
can understand the thoughts and needs of it
Condition Immunities Frightened, Incapacitated to the point you can have a conversation.
Senses passive Perception 10 TIER 3 Physical improvements. The gorilla increases
Languages Common its movement speed to 120ft, hit points to
210 and gains immunity to poison and
TIER 1 Basic understanding. This creature will obey psychic damage.
your commands providing it can hear or see
you. TIER 4 Ultimate empowerment The gorilla enrages,
increasing all of its stats by 2. When it does
TIER 1 Running leap Gorillas are known for their this, the benefit seeps over to you as well.
exceptional athletic prowess. While riding on Once you have done this you must finish a
your gorilla, it gains the ability to leap long rest before being able to do so again.
incredible distances. It's long jump becomes
80ft and its high jump becomes 30ft. Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 2),

Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) target must
succeed on a DC 13 Dexterity saving throw
or be knocked prone.

Dash. The gorilla can move up to its full
movement speed on top of its regular
movement.

209

Kangaroo TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your kangaroo, you can
understand the thoughts and needs of it to
Armor Class 20 the point you can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The kangaroo
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Pouch of holding. At this stage, the
Senses passive Perception 10 kangaroo has unrelenting trust for you. You
Languages Common may place belongings for safe storage inside
their pouch. When the Kangaroo is dismissed
TIER 1 Basic understanding. This creature will obey to the Spirit plane, all of the belongings in
your commands providing it can hear or see the pouch will travel with it. These will be
you. kept completely safe until you resummon the
beast.
TIER 1 Protective instincts You travel with the
Kangaroo by riding in its pouch. While in Actions
there, you may rest using the regular rest
rules, you can even rest while continuing to Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
move. one target. Hit 6 (1d8 + 2),
TIER 2 Exceptional leap. Kangaroos are known for
their exceptional athletic prowess. While Fist. Melee Weapon Attack: +5 to hit, reach 5
riding in your Kangaroo pouch, it gains the ft., one target. Hit: 6 (1d6 + 3) bludgeoning
ability to leap incredible distances. It's long damage.
jump becomes 120ft and its high jump
becomes 50ft. Dash. The Kangaroo can move up to its full
movement speed on top of its regular
movement.

210

Giant Spider TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge Spirit beast, neutral command your spider, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. Climb 80ft TIER 3 Physical improvements. The Spider
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Egg Explosion. Once per day, as a last
Senses passive Perception 10 ditch effort to keep you safe, the Spider can
Languages Common expell hundreds of eggs that immediately
hatch. Hundreds of spiders flee in all
TIER 1 Basic understanding. This creature will obey directions and cover everything within 30
your commands providing it can hear or see yards of you. Every creature in this zone has
you. disadvatnage on attack rolls for 3 rounds.

TIER 1 Stickyfeet. While mounted on your spider Actions
you can walk up walls and across ceilings at
your normal mounted speed. Web. Ranged Weapon Attack: +4 to hit, range
TIER 2 Web Carriage. Your spider can wrap items 30ft., one target. Hit 5 (1d6 + 2)
in a web to protect them and drag them
behind you, acting as a makeshift carriage. Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
The web pocket can hold up to 1000lbs of one target. Hit 5 (1d4 + 2) The target must
items also succeed ona DC 13 constitution saving
throw or become poisoned.

Dash. The Spider can move up to its full
movement speed on top of its regular
movement.

211

Parrot TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your parrot, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 30ft. Flight 60ft TIER 3 Physical improvements. The parrot increases
its movement speed to 60ft, flight speed to
STR DEX CON INT WIS CHA 90ft, hit points to 210 and gains immunity to
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Unburdened Loyalty If you fall to 0 hit
Senses passive Perception 10 points and must start making death saving
Languages Common throws, the Parrot will fly over to you and
stand over the top of you to the point no
TIER 1 Basic understanding. This creature will obey enemy can see you to attack you. If the
your commands providing it can hear or see parrot is in the spirit realm, it will use its
you. own power to transfer to the material plane
to protect you.
TIER 1 Mimicry The Parrot can mimic basic
sounds and simple words, it can learn Actions
essential words in order to communicate
basic terms to you. Peck Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Head on a swivel The parrot has learned to one target. Hit 6 (1d8 + 2),
rotate its head around 360 degrees to keep
an eye on its environment. It gains Claw Melee Weapon Attack: +4 to hit, reach 5ft.,
proficiency in perception and investigation. If one target. Hit 4 (1d4 + 2).
you do not have these proficiencies, you gain
them. If you do, you gain expertise in them. Dash. The parrot can move up to its full
movement speed on top of its regular
movement.

212

Phoenix TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your phoenix, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 20ft. Flying 80ft TIER 3 Physical improvements. The phoenix
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
and psychic damage.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
TIER 4 Combustion Part of the life cycle of the
Condition Immunities Frightened, Incapacitated Phoenix is death. The phoenix can Combust
Senses passive Perception 10 causing a massive explosion. Any creature in
Languages Common a 50ft radius takes 10d6 fire damage. The
phoenix takes 24 hours to recover before
TIER 1 Basic understanding. This creature will obey you can summon it again and it cannot
your commands providing it can hear or see combust again for one week.
you.
Actions
TIER 1 Healing flames The more you ride your
phoenix the stronger your resistance to fire Bite. Melee Weapon Attack: +7 to hit, reach
magic becomes. At this point your tolerance 10 ft., one creature. Hit: 11 (2d6 + 4)
has built up to the point that any fire piercing damage.
damage you take when you are within 50ft
of your Phoenix actually heals you. Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Healing tears The tears of a phoenix have one target. Hit 4 (1d4 + 2).
healing properties, but only a phoenix with
an incredible bond would cry over a loss. If Dash. The Phoenix can move up to its full
you are making death saving throws, your movement speed on top of its regular
phoenix can shed a tear to stabilise you. movement.
Additionally, if your phoenix is on the
material plane if you die, the phoenix tears
will resurrect you providing you have not
been dead more than 4 hours. Once the
phoenix has shed tears, it will not do so
again for at least one week.

213

Piranha TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your Piranha, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 30ft. Swimming 80ft TIER 3 Physical improvements. The piranha
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Ravenous Gnash: When backed into a
Senses passive Perception 10 corner the Piranha is at its most dangerous.
Languages Common As an action, the Piranha can swim between
every creature in a 30ft radius of itself and
TIER 1 Basic understanding. This creature will obey make a bite attack against each target. You
your commands providing it can hear or see must finish a long rest before doing this
you. again.

TIER 1 Waterless Swimming Despite Piranhas Actions
needing water to survive, the spirit beast
version does not. It can be used as a mount Cantrips (at will): Light, minor illusion, shape
on land as it seems to swim through the air water
several feet above the ground, although its
movement speed when used this way is Bite. Melee Weapon Attack: +7 to hit, reach
limited. 10 ft., one creature. Hit: 11 (2d6 + 4)
TIER 2 Ravenous apetite: Piranha's are known to piercing damage.
eat anything placed in front of them and the
spirit beast is no exception. If you have Dash. The Piranha can move up to its full
something you need to dispose of, the movement speed on top of its regular
piranha will eat it with no qualms provided it movement.
is not magical.

214

Puma TIER 3 Physical improvements. The puma increases
its movement speed to 120ft, hit points to
Huge spirit beast, neutral 210 and gains immunity to poison and
psychic damage.
Armor Class 20
Hit Points 126(20d12 + 6) TIER 4 Deadly Leap. If the Puma jumps at least
Speed 80ft. 15 feet as part of its movement, it can then
use this action to land on its feet in a space
STR DEX CON INT WIS CHA that contains one or more other creatures.
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Each of those creatures must succeed on a
DC 18 Strength or Dexterity saving throw
Condition Immunities Frightened, Incapacitated (target’s choice) or be knocked prone and
Senses passive Perception 10 take 28 (6d6 + 8) bludgeoning damage plus
Languages Common 14 (3d6 + 4) slashing damage. On a
successful save, the creature takes only half
TIER 1 Basic understanding. This creature will obey the damage, isn’t knocked prone, and is
your commands providing it can hear or see pushed 5 feet out of the puma’s space into
you. an unoccupied space of the creature’s
choice. If no unoccupied space is within
TIER 1 Prowl. While mounted on this Puma, you range, the creature instead falls prone in the
gain advantage on stealth checks. puma’s space.
TIER 2 Keen Smell. As your bond grows with your
puma, it becomes more trusting of you. It Actions
will allow you to share food with it. While the
spirit beasts do not need to eat for Bite. Melee Weapon Attack: +7 to hit, reach 5
sustinence, they still enjoy the hunt. The ft., one target. Hit: 30 (4d12 + 4) piercing
puma is one of nature's greatest hunters and damage.
can always find some smaller animals to eat
regardless of location. Claws. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) slashing
TIER 2 Mental bond. You can communicate with damage.
your steed telepathically. Not only can you
command your puma, you can understand Dash. The Puma can move up to its full
the thoughts and needs of it to the point you movement speed on top of its regular
can have a conversation. movement.

215

Raptor TIER 2 Hyper intelligence Raptors are one of the
most intelligent creatures to have ever lived.
Huge spirit beast, neutral They very quickly learn how enemies and
other creatures behave. After the raptor (or
Armor Class 20 you if you are riding it) has been attacked
Hit Points 126(20d12 + 6) once, all future attacks are made with
Speed 120ft. disadvatage.

STR DEX CON INT WIS CHA TIER 3 Physical improvements. The raptor increases
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) its movement speed to 120ft, hit points to
210 and gains immunity to poison and
Condition Immunities Frightened, Incapacitated psychic damage.
Senses passive Perception 10
Languages Common TIER 4 Disembowel A raptors claw is a viscious
weapon. As an action you can attempt to
TIER 1 Basic understanding. This creature will obey finish off a wounded enemy. If a creature is
your commands providing it can hear or see below 25% of their hit point maximum, your
you. claw attack can be used to rip the internal
organs out. Once you have used this ability,
TIER 1 Exceptional leap. Raptors are known for you must finish a long rest before doing so
their exceptional athletic prowess. While again.
riding on your Raptor, it gains the ability to
leap incredible distances. It's long jump Actions
becomes 120ft and its high jump becomes
50ft. Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 2),
TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you *Tail whip Melee Weapon Attack: +4 to hit, reach
command your raptor, you can understand 5ft., one target. Hit 4 (1d4 + 2) target must
the thoughts and needs of it to the point you succeed on a DC 13 Dexterity saving throw
can have a conversation. or be knocked prone.

Dash. The raptor can move up to its full
movement speed on top of its regular
movement.

216

Rhino TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your Rhino, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The Rhino increases
its movement speed to 120ft, hit points to
STR DEX CON INT WIS CHA 210 and gains immunity to poison and
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Rampage The rhino is the last creature
Senses passive Perception 10 you want to be around when it is angry. As
Languages Common an action the Rhino can enter a rampage.
Make a gore attack against every enemy
TIER 1 Basic understanding. This creature will obey creature in a 50ft radius. Each of these
your commands providing it can hear or see attacks deal double the standard amount of
you. damage.

TIER 1 Lightning rod The horn of the Rhino acts Actions
as a lightning rod, it attracts all hostile
thunder and lightning magic in a 200ft Stamp. Melee Weapon Attack: +4 to hit, reach
radius. The spells are attracted to the horn 5ft., one target. Hit 6 (1d8 + 2),
of the rhino where they instantly dissipate
with no effect. Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 2 Thick skinned While you are riding your one target. Hit 4 (1d4 + 2) target must
Rhino, you have resistance to bludgeoning, succeed on a DC 13 Dexterity saving throw
slashing and piercing damage. or be knocked prone.

Dash. The Rhino can move up to its full
movement speed on top of its regular
movement.

217

Scorpion TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your scorpion, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The scorpion
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Rend and tear As an action, you may
Senses passive Perception 10 attempt to tear apart a grappled creature
Languages Common with your claws. Once the target is grappled
you can make this attack.
TIER 1 Basic understanding. This creature will obey
your commands providing it can hear or see Melee Weapon Attack +6 to hit, reach 5ft., one
you. target. Hit 60 (20d6) slashing damage

TIER 1 Desert scales Scorpions spend most of Actions
their lifetime in the desert lands where the
elements are unforgiving. The scorpion has Sting. Melee Weapon Attack: +4 to hit, reach 5ft.,
resistance to fire and cold damage, this one target. Hit 6 (1d8 + 2),
benefit is ectended to you.
TIER 2 Venomous Sting When you reach this bond Claw Melee Weapon Attack: +4 to hit, reach 5ft.,
level, the sting attack of your scorpion starts one target. Hit 4 (1d4 + 2)
to inject venom into enemies. The sting
attack now deals an additional 2d6 acid Dash. The scorpion can move up to its full
damage. movement speed on top of its regular
movement.

218

Serpent TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your serpent, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The serpent
increases its movement speed to 120ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Constrict. Melee Weapon Attack: +6 to
Senses passive Perception 10 hit, reach 10 ft., one Medium or smaller
Languages Common creature. Hit: 10 (2d6 + 3) bludgeoning
damage, and the target is grappled (escape
TIER 1 Basic understanding. This creature will obey DC 15). Until this grapple ends, the target is
your commands providing it can hear or see restrained, and the Serpent can’t constrict
you. another target.

TIER 1 Vibration hearing Serpents do not hear in Actions
the usual method. They listen using the
vibrations in the ground. Using this method Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
they are aware of any impending danger as one target. Hit 6 (1d8 + 2),
creatures approach. You and your party can
not be surprised. Tail whip. Melee Weapon Attack: +4 to hit, reach
TIER 2 Venomous parlay The venom in a serpents 5ft., one target. Hit 4 (1d4 + 2) target must
blood acts in two ways. Firstly is grants them succeed on a DC 13 Dexterity saving throw
resistance to poison and secondly it adds an or be knocked prone.
additional 1d4 of poison damage to your bite
attacks. Dash. The serpent can move up to its full
movement speed on top of its regular
movement.

219

Shark TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your shark, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 30ft. Swimming 120ft. TIER 3 Physical improvements. The shark increases
its movement speed to 45ft, swim speed to
STR DEX CON INT WIS CHA 180ft, hit points to 210 and gains immunity
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) to poison and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Megalodon As an action, the Shark can
Senses passive Perception 10 increase its size to more than double and is
Languages Common then able to attack structures as though it
was a seige weapon. While in this increased
TIER 1 Basic understanding. This creature will obey size form, all attacks deal 4 times more
your commands providing it can hear or see damage against creatures and 8 times more
you. against structures. You may do this 3 times.
You must finish a long rest before being able
TIER 1 Waterless Swimming Despite Sharks to do so again.
needing water to survive, the spirit beast
version does not. It can be used as a mount Actions
on land as it seems to swim through the air
several feet above the ground, although its Tail. Melee Weapon Attack: +3 to hit, reach 5
movement speed when used this way is ft., one target. Hit: 3 (1d4 + 1) bludgeoning
limited. damage.
TIER 2 Scent of blood. The shark can hunt down
wounded targets from several miles away. If Bite. Melee Weapon Attack: +7 to hit, reach
you are searching for a wounded creature 10 ft., one creature. Hit: 11 (2d6 + 4)
(providing the wound has drawn blood) then piercing damage.
the shark can locate it and guide you to it.
Dash. The Shark can move up to its full
movement speed on top of its regular
movement.

220

Stag TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your stag, you can understand the
thoughts and needs of it to the point you can
Armor Class 20 have a conversation.
Hit Points 126(20d12 + 6)
Speed 80ft. TIER 3 Physical improvements. The stag increases
its movement speed to 120ft, hit points to
STR DEX CON INT WIS CHA 210 and gains immunity to poison and
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Charge. If the Stag moves at least 20
Senses passive Perception 10 feet straight toward a target and then hits it
Languages Common with a gore attack on the same turn, the
target takes double damage. If the target is
TIER 1 Basic understanding. This creature will obey a creature, it is also knocked prone.
your commands providing it can hear or see
you. Actions

TIER 1 Standing Leap. The Stag’s long jump is up Bite. Melee Weapon Attack: +7 to hit, reach
to 60 feet and its high jump is up to 25 feet, 10 ft., one creature. Hit: 11 (2d6 + 4)
with or without a running start. piercing damage.
TIER 2 Intimidate. As your bond grows with your
stag, it becomes more protective of you. It Gore. Melee Weapon Attack: +4 to hit, reach 5ft.,
will attempt to scare off all sources of threat one target. Hit 4 (1d4 + 2) target must
aimed at you. As an Action, the Stag can succeed on a DC 13 Dexterity saving throw
project the image of its antlers as much or be knocked prone.
larger and imposing than they actually are.
Rolls made to intimidate while you are Dash. The stag can move up to its full
mounted on the Stag are made with movement speed on top of its regular
advantage. movement.

221

Tortoise TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your tortoise, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 40ft. TIER 3 Physical improvements. The tortoise
increases its movement speed to 50ft, hit
STR DEX CON INT WIS CHA points to 210 and gains immunity to poison
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) and psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Perpetual life Oridnary tortoises live for
Senses passive Perception 10 hundreds of years and the spirit beast
Languages Common tortoise passes this ability on to you. While
you have your tortoise summoned, you no
TIER 1 Basic understanding. This creature will obey longer age.
your commands providing it can hear or see
you. Actions

TIER 1 Slow and steady While the Tortoise is much Slam. Melee Weapon Attack: +4 to hit, reach 5ft.,
slower than some of the other spirit beasts, one target. Hit 10 (2d8 + 2),
its shell makes for a wonderful place to ride.
It is big enough for up to 4 people to lie Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
down and relax while moving. one target. Hit 4 (1d4 + 2) target must
TIER 2 Withdraw Once you and your tortoise succeed on a DC 13 Dexterity saving throw
share a stong enough bond, it will feel or be knocked prone.
comfortable allowing you into its shell. Here
you are completely protected from attacks Dash. The tortoise can move up to its full
and the elements. You can spend short rests movement speed on top of its regular
inside the shell, but it is a bit cramped for a movement.
long rest.

222

War Horse TIER 3 Physical improvements. The warhorse
increases its movement speed to 120ft, hit
Huge spirit beast, neutral points to 210 and gains immunity to poison
and psychic damage.
Armor Class 20
Hit Points 126(20d12 + 6) TIER 4 Quick escape. Once per day, as a last
Speed 80ft. ditch effort to keep you safe, the War horse
can flee to the spirit realm and take you with
STR DEX CON INT WIS CHA it. While there, you lose 1 Hit point per
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) minute until you return. When you return
you appear in the exact spot you
Condition Immunities Frightened, Incapacitated disappeared from.
Senses passive Perception 10
Languages Common Actions

TIER 1 Basic understanding. This creature will obey Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
your commands providing it can hear or see one target. Hit 5 (1d6 + 2) Target must be
you. behind the War Horse.

TIER 1 Dangersense. While you are mounted on Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
the War Horse, it can warn you of impending one target. Hit 5 (1d4 + 2)
danger. You can no longer be surprised while
you are mounted. Dash. The war horse can move up to its full
TIER 2 Stable footed. While mounted you travel movement speed on top of its regular
through Dangerous terrain with no penalty. movement.
You also gain advantage on attacks made
with a lance while mounted. Distract. As an action, The War horse can
TIER 2 Mental bond. You can communicate with distract one enemy within 30 feet by
your steed telepathically. Not only can you concentrating all of the light from its body
command your horse, you can understand and firing it into the enemies eyes. The
the thoughts and needs of it to the point you enemy has disadvantage on attack rolls until
can have a conversation. the start of your next turn.

223

Wasp TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Huge spirit beast, neutral command your wasp, you can understand
the thoughts and needs of it to the point you
Armor Class 20 can have a conversation.
Hit Points 126(20d12 + 6)
Speed 20ft. Flight 120ft TIER 3 Physical improvements. The wasp increases
its movement speed to 120ft, hit points to
STR DEX CON INT WIS CHA 210 and gains immunity to poison and
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) psychic damage.

Condition Immunities Frightened, Incapacitated TIER 4 Queen's swarm Your wasp is actually the
Senses passive Perception 10 Queen of its swarm. As an action your wasp
Languages Common can send out a panic pheromone. 12 wasps
will fly in and attack a selected target with a
TIER 1 Basic understanding. This creature will obey combination of Bite and Sting attacks before
your commands providing it can hear or see flying off.
you.
Actions
TIER 1 Radar signal antenna The wasp can use the
antenna on top of its head to monitor the Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
surrounding area. If there is a creature one target. Hit 6 (1d8 + 2),
within 200ft of the Wasp, it will know and be
able to alert you. Stinger. Melee Weapon Attack: +4 to hit, reach
TIER 2 Nesting As an action, the wasp can very 5ft., one target. Hit 4 (1d4 + 2) target must
quickly create a large nest. This will create a succeed on a DC 13 Dexterity saving throw
safe space for you and your party to rest or be knocked prone.
without the need to worry about potential
enemies. Who is going to break into a giants Dash. The wasp can move up to its full
wasps nest?! movement speed on top of its regular
movement.

224

Water Elemental TIER 3 Physical improvements. The elemental
increases its movement speed to 120ft,
Huge spirit beast, neutral flying speed to 120ft, hit points to 210 and
gains immunity to poison and psychic
Armor Class 20 damage.
Hit Points 126(20d12 + 6)
Speed 80ft. Flying 80ft TIER 4 Whelm As an action you can use this
ability. Every creature within 5ft of the
STR DEX CON INT WIS CHA elemental must succeed on a DC15 strength
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) saving throw or take 13 (2d8+4)
bludgeoning damage. Any creature that os
Condition Immunities Frightened, Incapacitated larfe or smaller is grappled (escape DC14).
Senses passive Perception 10 Until the grapple ends, the target is
Languages Common restrained and cannot breathe unless it can
breathe water.
TIER 1 Basic understanding. This creature will obey
your commands providing it can hear or see Actions
you.
Slam Melee Weapon Attack: +4 to hit, reach 5ft.,
TIER 1 Tight pass The elemental can modify its one target. Hit 6 (1d8 + 2),
size and shape to the point it can fit through
gaps as small as one inch very easily. . Melee Weapon Attack: +4 to hit, reach 5ft., one
TIER 2 Purify The water that makes up the target. Hit 4 (1d4 + 2) target must succeed
elemental is clean and pure. You can use this on a DC 13 Dexterity saving throw or be
water to cleanse poison effects by drinking a knocked prone.
small amount of it.
TIER 2 Mental bond. You can communicate with Dash. The elemental can move up to its full
your steed telepathically. Not only can you movement speed on top of its regular
command your elemental, you can movement.
understand the thoughts and needs of it to
the point you can have a conversation.

225

Wolf You may do this 3 times per day.

Huge spirit beast, neutral TIER 2 Mental bond. You can communicate with
your steed telepathically. Not only can you
Armor Class 20 command your wolf, you can understand the
Hit Points 126(20d12 + 6) thoughts and needs of it to the point you can
Speed 100ft. have a conversation.

STR DEX CON INT WIS CHA TIER 3 Physical improvements. The wolf increases
14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) its movement speed to 150ft, hit points to
210 and gains immunity to poison and
Condition Immunities Frightened, Incapacitated psychic damage.
Senses passive Perception 10
Languages Common TIER 4 Summoning howl A wolf is only as good as
its pack. Once per day you may use the
TIER 1 Basic understanding. This creature will obey Summoning howl. A pack of 4 regular wolves
your commands providing it can hear or see race into action. They act on your initiative
you. and have their own actions. Their stat blocks
can be found in the monster manual.
TIER 1 Superior smell Wolves have incredible
noses and the spirit beast version is no Actions
exception. If you are attempting to track
someone and you have an item that belongs Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
to them, the wolf can track them down from one target. Hit 6 (1d8 + 2),
up to 10 miles away.
TIER 2 Howl of terror The howl of the wolf is one Claw. Melee Weapon Attack: +4 to hit, reach 5ft.,
of the most frightening sounds anyone could one target. Hit 4 (1d4 + 2) target must
every hear. As an action you may use the succeed on a DC 13 Dexterity saving throw
Howl of terror. All creatures in a 50ft radius or be knocked prone.
must succeed on a DC15 Constitution saving
throw or become frightened for 3 rounds. Dash. The wolf can move up to its full
movement speed on top of its regular
movement.

226


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