Medium Beast, Any Alignment
Armor Class 17 Natural armor
Hit Points 50 (9d8)
Speed 40 ft., Climb 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)
Senses Darkvision 60ft, Passive Perception 12
Languages Understands languages you speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your Spell Save DC or be knocked prone.

 

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 6

Reactions

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

 

Description

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. The beast bears primal markings, indicating its mystical origin.

Monster Tags: beast companion

Philoctetes

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