The badger has advantage on Wisdom (Perception) checks that rely on smell.
Awful Smelling Spray (3/day).
The skunk releases a awful smelling spray. Each creature in a 15-foot cone must make a DC 11 Dexterity saving throw. On a failed save a creature is coated in this awful smelling spray until a creature uses an action to clean them. While coated in this awful smelling spray a creature suffers from the poisoned condition as does any creature that enters or starts their within 5 feet of them. The skunk is immune to these effects.
Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the alligator can't bite another target
Reactions
Aggressive.
Other creatures provoke an opportunity attack from the alligator when they enter it's reach.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the K-9 can't bite another target.
Reactions
Protective.
Other creatures provoke an opportunity attack from the K-9 when they enter it's reach.
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Just a place to post your home made animal companions for the beast master ranger.
Skunk
Tiny beast, unaligned
Armor Class
11
Hit Points
3 (1d4 + 1)
Speed
20 ft., burrow 5 ft.
STR
4 (-3)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws
Con +3
Skills
Survival +3
Senses
darkvision 30 ft., passive Perception 11
Languages
—
Challenge
1/8 (25 XP)
Keen Smell.
The badger has advantage on Wisdom (Perception) checks that rely on smell.
Awful Smelling Spray (3/day).
The skunk releases a awful smelling spray. Each creature in a 15-foot cone must make a DC 11 Dexterity saving throw. On a failed save a creature is coated in this awful smelling spray until a creature uses an action to clean them. While coated in this awful smelling spray a creature suffers from the poisoned condition as does any creature that enters or starts their within 5 feet of them. The skunk is immune to these effects.
Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Reactions
Defensive Spray.
The skunk uses it's awful smelling spray.
Alligator
Medium beast, unaligned
Armor Class
12 (natural armor)
Hit Points
19 (3d8 + 6)
Speed
20 ft., swim 20 ft.
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws
Con +4
Skills
Stealth +2
Senses
passive Perception 10
Languages
—
Challenge
1/4 (50 XP)
Hold Breath.
The alligator can hold its breath for 15 minutes.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the alligator can't bite another target
Reactions
Aggressive.
Other creatures provoke an opportunity attack from the alligator when they enter it's reach.
Young Giant Owl
Medium beast, neutral
Armor Class
12
Hit Points
13 (3d8)
Speed
5 ft., fly 60 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws
Dex +4, Wis +4
Skills
Perception +6, Stealth +4
Senses
darkvision 120 ft., passive Perception 16
Languages
Giant Owl, understands Common, Elvish, and Sylvan but can't speak
Challenge
1/4 (50 XP)
Flyby.
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight.
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Deathstalker Scorpion
Tiny beast, unaligned
Armor Class
12 (natural armor)
Hit Points
4 (1d4 + 2)
Speed
20 ft.
STR
2 (-4)
DEX
11 (+0)
CON
14 (+2)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)
Saving Throws
Dex +2, Con +4
Skills
Stealth +2, Survival +1
Senses
blindsight 10 ft., passive Perception 9
Languages
—
Challenge
1/8 (25 XP)
Actions
Multiattack.
The scorpion makes three attacks: two with its claws and one with its sting.
Claw.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Sting.
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Fury Hawk
Small beast, unaligned
Armor Class
12
Hit Points
7 (2d6)
Speed
10 ft., fly 60 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
Saving Throws
Dex +4, Wis +4
Skills
Perception +6
Senses
passive Perception 16
Languages
—
Challenge
1/8 (25 XP)
Keen Sight.
The fury hawk has advantage on Wisdom (Perception) checks that rely on sight.
Flyby.
The fury hawk doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Multiattack.
The fury hawk can make a talons attack against against any number of creatures within 5 feet of it, with a separate attack roll for each target.
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Talons.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
K-9
Medium beast, unaligned
Armor Class
12
Hit Points
9 (2d8)
Speed
40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws
Con +2, Wis +3
Skills
Perception +3, Stealth +4
Senses
passive Perception 13
Languages
—
Challenge
1/8 (25 XP)
Keen Hearing and Smell.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the K-9 can't bite another target.
Reactions
Protective.
Other creatures provoke an opportunity attack from the K-9 when they enter it's reach.