199 Bat Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 20ft. Flight 120ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Echolocation Bats are primarily nocturnal creatures that navigate through echolocation. While you are riding your bat, this is extended to you. You gain truesight out to 60ft while you are mounted. As soon as you dismount your vision returns to normal. TIER 2 Flyby A bat is as sneaky as it is quick. If the bat flies into melee range of a creature, it can leave melee range without provoking an opportunity attack. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your bat, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The bat increases its movement speed to 30ft, flight speed to 180ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Drain blood After a combat situation has ended, the bat can feast ine the blood of the fallen. While in this state, the bat extends an aura over you and any friendly creatures that you allow. The empowerment and strength flows through you all and you can regain hit points equal to 2 hit die without spending the die. Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Screech 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 Bat can move up to its full movement speed on top of its regular movement.
200 Boar Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Charge If the Boar moves at least 30 feet straight toward a target and then hits it with an attack on the same turn, the target takes double damage. TIER 2 Gluttony Boars are extremely greedy creatures. While spirit beasts don't need sustenance, boars to like to eat. The boar will eat literally anything given to it. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your boar, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The boar increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Enraged fury If you are in danger of being mortally wounded, the boar will charge to your rescue. If your hit points drop to less than 25% of your maximum, the boar will make a charge attack against every creature in a 50ft radius before returning to stand over you granting you cover. Actions Stamp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Gore. 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 boar can move up to its full movement speed on top of its regular movement.
201 Crab Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. Swim 40ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Underwater breathing While you are mounted on your crab, it extends its ability to breathe underwater to you. TIER 2 Deshell If the crab is suffering from any physical ailments such as poison, it can shed its shell and free itself of these ailments. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your crab, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The crab increases its movement speed to 120ft, swim speed to 60ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Clawhammer As an action, the crab can swing its massive claw down onto a creature. This attack has +8 to hit, deals 8d8 bludgeoning damage and knocks the creature prone. Actions Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Claw. 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 crab can move up to its full movement speed on top of its regular movement.
202 Crocodile Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 50ft. Swimming 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Intimidate. Any creature in a 50ft radius of you while you are riding this beast is fearful of the situation and will think twice before attacking you. TIER 2 Gigantic lungs The crocodile can hold its breath underwater for extended periods of time. If the spirit beast trusts you it can extend this ability to you while you are riding it. You can now hold your breath for up to one hour at a time, whether you are underwater or not, as long as you are in contact with your crocodile. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your Crocodile, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The crocodille increases its movement speed to 80ft, swim speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Death roll As an action the crocodile can clasp its jaws shut onto a creature and roll repeatedly in an attempt to kill it. Make an attack roll to Snap. If this attack lands you can start making rolls for death rolls. Roll a d20, if the roll is above 11, then the crocodile will roll once and deal 1d8 force damage. You can continue making death roll attacks until you roll 1-10. Actions Snap. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (2d8 + 4), Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is 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.
203 Crow Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 40ft. Flying 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Dive Attack. If the Crow is flying and dives at least 30 feet straight toward a target and then hits it with an attack, the attack deals double damage to the target. TIER 2 Night Stalking. As your bond grows with your Crow, it becomes more trusting of you. It will allow you to burrow yourself deep within its feathers. This grants you advantage on stealth checks made while in darkness. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your crow, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The Crow increases its movement speed to 60 feet and flying speed 120 feet, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Breaking the Sound Barrier Crows are not necessarily known for their great speeds of flight, however once you share a great bond with your Crow it will protect you will all of its might. While mounted you may flee at great speeds. Flying at these incredible speeds for 1 minute allows you to travel to any point within 10 miles of your current location. Once you have done this, you must finish a long rest before doing so again. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage 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.
204 Dolphin Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 30ft. Swimming 200ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Waterless Swimming Despite Dolphins needing water to survive, the spirit beast version does not. It can be used as a mount on land as it seems to swim through the air several feet above the ground, although its movement speed when used this way is limited. TIER 2 Invisible in Water. The dolphin, and you when riding it are invisible while fully immersed in water. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your dolphin, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The warhorse increases its movement speed to 60ft, swim speed to 300ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Sonar. Dolphins are known for their echolocation abilities and this is especially true with the spirit beast version. The dolphin can use this ability to locate any NPC or item (including potential tresure chests) hidden or otherwise in a 100 ft radius. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Dash. The dolphin can move up to its full movement speed on top of its regular movement.
205 Drake Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 40ft. Flying 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Terror Gaze The Drake is such a terrifying beast, just laying eyes upon it could make grown men turn and flee. If you were to lock eyes with one though, you could be done for. As an action, the Drake can attempt to lock eyes with a target to strike fear into them. The Target must succeed on a DC 15 Wisdom saving throw or become frightened. TIER 2 Elevation As your bond grows with your Drake, it becomes more trusting of you. It will push through physical pain and aches to help you. As a result, while riding your drake, you can hover in place absolutely silently for up to 72 hours. Beyond this, the Drake becomes completely exhausted and collapses. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your Drake, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The Drake increases its movement speed to 60ft and its flying speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Legendary Resistance (3/Day): If you fail a saving throw, the drake can wrap you in a security aura, you can choose to succeed instead. Actions 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.
206 Elephant Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Empowering Trumpet If this spirit beast is with you as you enter combat, it lets out a stunning trumpet from its trunk, this startles the enemy and increases your likihood of success. You and each ally gain one inspiritaion die to make an attack or saving throw with advantage. This only lasts during this specific encounter. TIER 2 Going up. As your bond grows with your elephant, it becomes more trusting of you. It will allow you to stand on the tip of its trunk and will lift you to heights with great ease. (DM Discretion applies in regards to height you can reach, based on animal size). TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your elephant, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The elephant increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Stampeding earthquake. This spirit beast can use its powerful legs and massive feet to cause miniature tremors in the ground by stamping on the spot. As an action, you can command your Elephant to do this causing every non ally creature within 30ft to make a DC 15 Dexterity saving throw or fall prone. Each day you can do this a number of times equal to your proficiency modifier. You must finish a long rest before doing so again. Actions Stamp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Gore. 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 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.
207 Fire Elemental Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. Flying 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Tight pass The elemental can modify its size and shape to the point it can fit through gaps as small as one inch very easily. TIER 2 Aura of flame Any creature that enters within 5ft of the elemental takes 1d8 fire damage. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your elemental, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The elemental increases its movement speed to 120ft,flying speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Flame strike A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10- foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Once this has been cast once, it must recharge the fires within. This takes 24 hours. Actions 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.
208 Gazelle Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Avoidance. If the Gazelle is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. TIER 2 Charge. If the Gazelle moves at least 30 feet straight toward a target and then hits it with an attack on the same turn, the target takes double damage. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your Gazelle, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The gazelle increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Unending endurance. The gazelle has unrivaled loyalty to you at this point. The gazelle will push through any and all exhastion and carry you indefinetely without stopping regardless of distance. Additionally, difficult terrain will not slow you down while riding this gazelle. Actions Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Dash. The Gazelle can move up to its full movement speed on top of its regular movement.
209 Gorilla Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Running leap Gorillas are known for their exceptional athletic prowess. While riding on your gorilla, it gains the ability to leap incredible distances. It's long jump becomes 80ft and its high jump becomes 30ft. TIER 2 Beating chest A gorilla beating its chest is a terrifying sight, especially when it is aimed at you. But a spirit beast that is four times the size of a real gorilla makes it infinitely worse. As an action you can do this an all creatures in a 30ft radius must succeed on a DC 15 constitution saving throw or become frightened. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your gorilla, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The gorilla increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Ultimate empowerment The gorilla enrages, increasing all of its stats by 2. When it does this, the benefit seeps over to you as well. Once you have done this you must finish a long rest before being able to do so again. 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.
210 Kangaroo Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Protective instincts You travel with the Kangaroo by riding in its pouch. While in there, you may rest using the regular rest rules, you can even rest while continuing to move. TIER 2 Exceptional leap. Kangaroos are known for their exceptional athletic prowess. While riding in your Kangaroo pouch, it gains the ability to leap incredible distances. It's long jump becomes 120ft and its high jump becomes 50ft. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your kangaroo, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The kangaroo increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Pouch of holding. At this stage, the kangaroo has unrelenting trust for you. You may place belongings for safe storage inside their pouch. When the Kangaroo is dismissed to the Spirit plane, all of the belongings in the pouch will travel with it. These will be kept completely safe until you resummon the beast. Actions Kick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Dash. The Kangaroo can move up to its full movement speed on top of its regular movement.
211 Giant Spider Huge Spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. Climb 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Stickyfeet. While mounted on your spider you can walk up walls and across ceilings at your normal mounted speed. TIER 2 Web Carriage. Your spider can wrap items in a web to protect them and drag them behind you, acting as a makeshift carriage. The web pocket can hold up to 1000lbs of items TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your spider, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The Spider increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Egg Explosion. Once per day, as a last ditch effort to keep you safe, the Spider can expell hundreds of eggs that immediately hatch. Hundreds of spiders flee in all directions and cover everything within 30 yards of you. Every creature in this zone has disadvatnage on attack rolls for 3 rounds. Actions Web. Ranged Weapon Attack: +4 to hit, range 30ft., one target. Hit 5 (1d6 + 2) Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) The target must 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.
212 Parrot Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 30ft. Flight 60ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Mimicry The Parrot can mimic basic sounds and simple words, it can learn essential words in order to communicate basic terms to you. TIER 2 Head on a swivel The parrot has learned to rotate its head around 360 degrees to keep an eye on its environment. It gains proficiency in perception and investigation. If you do not have these proficiencies, you gain them. If you do, you gain expertise in them. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your parrot, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The parrot increases its movement speed to 60ft, flight speed to 90ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Unburdened Loyalty If you fall to 0 hit points and must start making death saving throws, the Parrot will fly over to you and stand over the top of you to the point no enemy can see you to attack you. If the parrot is in the spirit realm, it will use its own power to transfer to the material plane to protect you. Actions Peck Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Claw Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2). Dash. The parrot can move up to its full movement speed on top of its regular movement.
213 Phoenix Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 20ft. Flying 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Healing flames The more you ride your phoenix the stronger your resistance to fire magic becomes. At this point your tolerance has built up to the point that any fire damage you take when you are within 50ft of your Phoenix actually heals you. TIER 2 Healing tears The tears of a phoenix have healing properties, but only a phoenix with an incredible bond would cry over a loss. If you are making death saving throws, your phoenix can shed a tear to stabilise you. 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. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your phoenix, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The phoenix increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Combustion Part of the life cycle of the Phoenix is death. The phoenix can Combust causing a massive explosion. Any creature in a 50ft radius takes 10d6 fire damage. The phoenix takes 24 hours to recover before you can summon it again and it cannot combust again for one week. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2). Dash. The Phoenix can move up to its full movement speed on top of its regular movement.
214 Piranha Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 30ft. Swimming 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Waterless Swimming Despite Piranhas needing water to survive, the spirit beast version does not. It can be used as a mount on land as it seems to swim through the air several feet above the ground, although its movement speed when used this way is limited. TIER 2 Ravenous apetite: Piranha's are known to eat anything placed in front of them and the spirit beast is no exception. If you have something you need to dispose of, the piranha will eat it with no qualms provided it is not magical. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your Piranha, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The piranha increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Ravenous Gnash: When backed into a corner the Piranha is at its most dangerous. As an action, the Piranha can swim between every creature in a 30ft radius of itself and make a bite attack against each target. You must finish a long rest before doing this again. Actions Cantrips (at will): Light, minor illusion, shape water Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Dash. The Piranha can move up to its full movement speed on top of its regular movement.
215 Puma Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Prowl. While mounted on this Puma, you gain advantage on stealth checks. TIER 2 Keen Smell. As your bond grows with your puma, it becomes more trusting of you. It will allow you to share food with it. While the spirit beasts do not need to eat for sustinence, they still enjoy the hunt. The puma is one of nature's greatest hunters and can always find some smaller animals to eat regardless of location. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your puma, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The puma increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Deadly Leap. If the Puma jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 28 (6d6 + 8) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the puma’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the puma’s space. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Dash. The Puma can move up to its full movement speed on top of its regular movement.
216 Raptor Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 120ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Exceptional leap. Raptors are known for their exceptional athletic prowess. While riding on your Raptor, it gains the ability to leap incredible distances. It's long jump becomes 120ft and its high jump becomes 50ft. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your raptor, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 2 Hyper intelligence Raptors are one of the most intelligent creatures to have ever lived. They very quickly learn how enemies and other creatures behave. After the raptor (or you if you are riding it) has been attacked once, all future attacks are made with disadvatage. TIER 3 Physical improvements. The raptor increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Disembowel A raptors claw is a viscious weapon. As an action you can attempt to finish off a wounded enemy. If a creature is below 25% of their hit point maximum, your claw attack can be used to rip the internal organs out. Once you have used this ability, you must finish a long rest before doing so again. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), *Tail whip 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 raptor can move up to its full movement speed on top of its regular movement.
217 Rhino Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Lightning rod The horn of the Rhino acts as a lightning rod, it attracts all hostile thunder and lightning magic in a 200ft radius. The spells are attracted to the horn of the rhino where they instantly dissipate with no effect. TIER 2 Thick skinned While you are riding your Rhino, you have resistance to bludgeoning, slashing and piercing damage. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your Rhino, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The Rhino increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Rampage The rhino is the last creature you want to be around when it is angry. As an action the Rhino can enter a rampage. Make a gore attack against every enemy creature in a 50ft radius. Each of these attacks deal double the standard amount of damage. Actions Stamp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Gore. 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 Rhino can move up to its full movement speed on top of its regular movement.
218 Scorpion Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Desert scales Scorpions spend most of their lifetime in the desert lands where the elements are unforgiving. The scorpion has resistance to fire and cold damage, this benefit is ectended to you. TIER 2 Venomous Sting When you reach this bond level, the sting attack of your scorpion starts to inject venom into enemies. The sting attack now deals an additional 2d6 acid damage. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your scorpion, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The scorpion increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Rend and tear As an action, you may attempt to tear apart a grappled creature with your claws. Once the target is grappled you can make this attack. Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit 60 (20d6) slashing damage Actions Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Claw Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) Dash. The scorpion can move up to its full movement speed on top of its regular movement.
219 Serpent Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Vibration hearing Serpents do not hear in the usual method. They listen using the vibrations in the ground. Using this method they are aware of any impending danger as creatures approach. You and your party can not be surprised. TIER 2 Venomous parlay The venom in a serpents blood acts in two ways. Firstly is grants them resistance to poison and secondly it adds an additional 1d4 of poison damage to your bite attacks. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your serpent, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The serpent increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Serpent can’t constrict another target. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Tail whip. 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 serpent can move up to its full movement speed on top of its regular movement.
220 Shark Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 30ft. Swimming 120ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Waterless Swimming Despite Sharks needing water to survive, the spirit beast version does not. It can be used as a mount on land as it seems to swim through the air several feet above the ground, although its movement speed when used this way is limited. TIER 2 Scent of blood. The shark can hunt down wounded targets from several miles away. If you are searching for a wounded creature (providing the wound has drawn blood) then the shark can locate it and guide you to it. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your shark, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The shark increases its movement speed to 45ft, swim speed to 180ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Megalodon As an action, the Shark can increase its size to more than double and is then able to attack structures as though it was a seige weapon. While in this increased size form, all attacks deal 4 times more damage against creatures and 8 times more against structures. You may do this 3 times. You must finish a long rest before being able to do so again. Actions Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Dash. The Shark can move up to its full movement speed on top of its regular movement.
221 Stag Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Standing Leap. The Stag’s long jump is up to 60 feet and its high jump is up to 25 feet, with or without a running start. TIER 2 Intimidate. As your bond grows with your stag, it becomes more protective of you. It will attempt to scare off all sources of threat aimed at you. As an Action, the Stag can project the image of its antlers as much larger and imposing than they actually are. Rolls made to intimidate while you are mounted on the Stag are made with advantage. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your stag, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The stag increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Charge. If the Stag moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes double damage. If the target is a creature, it is also knocked prone. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Gore. 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 stag can move up to its full movement speed on top of its regular movement.
222 Tortoise Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 40ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Slow and steady While the Tortoise is much slower than some of the other spirit beasts, its shell makes for a wonderful place to ride. It is big enough for up to 4 people to lie down and relax while moving. TIER 2 Withdraw Once you and your tortoise share a stong enough bond, it will feel comfortable allowing you into its shell. Here you are completely protected from attacks and the elements. You can spend short rests inside the shell, but it is a bit cramped for a long rest. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your tortoise, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The tortoise increases its movement speed to 50ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Perpetual life Oridnary tortoises live for hundreds of years and the spirit beast tortoise passes this ability on to you. While you have your tortoise summoned, you no longer age. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 10 (2d8 + 2), Bite. 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 tortoise can move up to its full movement speed on top of its regular movement.
223 War Horse Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Dangersense. While you are mounted on the War Horse, it can warn you of impending danger. You can no longer be surprised while you are mounted. TIER 2 Stable footed. While mounted you travel through Dangerous terrain with no penalty. You also gain advantage on attacks made with a lance while mounted. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your horse, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The warhorse increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Quick escape. Once per day, as a last ditch effort to keep you safe, the War horse can flee to the spirit realm and take you with it. While there, you lose 1 Hit point per minute until you return. When you return you appear in the exact spot you disappeared from. Actions Kick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Target must be behind the War Horse. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) Dash. The war horse can move up to its full movement speed on top of its regular movement. Distract. As an action, The War horse can distract one enemy within 30 feet by concentrating all of the light from its body and firing it into the enemies eyes. The enemy has disadvantage on attack rolls until the start of your next turn.
224 Wasp Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 20ft. Flight 120ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Radar signal antenna The wasp can use the antenna on top of its head to monitor the surrounding area. If there is a creature within 200ft of the Wasp, it will know and be able to alert you. TIER 2 Nesting As an action, the wasp can very quickly create a large nest. This will create a safe space for you and your party to rest without the need to worry about potential enemies. Who is going to break into a giants wasps nest?! TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your wasp, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The wasp increases its movement speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Queen's swarm Your wasp is actually the Queen of its swarm. As an action your wasp can send out a panic pheromone. 12 wasps will fly in and attack a selected target with a combination of Bite and Sting attacks before flying off. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Stinger. 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 wasp can move up to its full movement speed on top of its regular movement.
225 Water Elemental Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 80ft. Flying 80ft STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Tight pass The elemental can modify its size and shape to the point it can fit through gaps as small as one inch very easily. TIER 2 Purify The water that makes up the elemental is clean and pure. You can use this water to cleanse poison effects by drinking a small amount of it. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your elemental, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The elemental increases its movement speed to 120ft, flying speed to 120ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Whelm As an action you can use this ability. Every creature within 5ft of the elemental must succeed on a DC15 strength saving throw or take 13 (2d8+4) bludgeoning damage. Any creature that os larfe or smaller is grappled (escape DC14). Until the grapple ends, the target is restrained and cannot breathe unless it can breathe water. Actions Slam Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), . 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 elemental can move up to its full movement speed on top of its regular movement.
226 Wolf Huge spirit beast, neutral Armor Class 20 Hit Points 126(20d12 + 6) Speed 100ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 15 (+2) 10 (+0) 10 (+0) 10 (+0) Condition Immunities Frightened, Incapacitated Senses passive Perception 10 Languages Common TIER 1 Basic understanding. This creature will obey your commands providing it can hear or see you. TIER 1 Superior smell Wolves have incredible noses and the spirit beast version is no exception. If you are attempting to track someone and you have an item that belongs to them, the wolf can track them down from up to 10 miles away. TIER 2 Howl of terror The howl of the wolf is one of the most frightening sounds anyone could every hear. As an action you may use the Howl of terror. All creatures in a 50ft radius must succeed on a DC15 Constitution saving throw or become frightened for 3 rounds. You may do this 3 times per day. TIER 2 Mental bond. You can communicate with your steed telepathically. Not only can you command your wolf, you can understand the thoughts and needs of it to the point you can have a conversation. TIER 3 Physical improvements. The wolf increases its movement speed to 150ft, hit points to 210 and gains immunity to poison and psychic damage. TIER 4 Summoning howl A wolf is only as good as its pack. Once per day you may use the Summoning howl. A pack of 4 regular wolves race into action. They act on your initiative and have their own actions. Their stat blocks can be found in the monster manual. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2), Claw. 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 wolf can move up to its full movement speed on top of its regular movement.