Armor Class 15
Hit Points 20 (3d10)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)
Senses Darkvision 60 ft., Passive Perception 14
Languages Common Understands the languages its owner speaks
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Beast Origin. The Beast is descended from a line of displacer beasts, granting it certain abilities.

Avoidance. If the displacer beast 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.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have a disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Keen Hearing and Smell. The beast has an advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on hearing or smell.

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

Actions

Bite. Melee attack: 3+PB to hit. Hit: 1d6+3+PB piercing damage.

Tentacle. Melee attack: 3+PB to hit. Hit: 1d6+4 bludgeoning damage plus1d6 piercing damage.

When the beast keeper this beast is bound to reaches levels 5, 9, and 14, the beast gains an additional action (2 attacks at level 5, 3 at level 9, 4 at level 14)

Description

You invoke the words spoken at the birth of the creature to summon your Bonded Hound. The hound is friendly to you and your companions and obeys your commands. It uses the statblock shown which uses your proficiency bonus (PB) in several places. Depending on the variety of the beast, it gains additional features described in the beast Origin section and its appearance reflects its breeding.

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.

If the beast has died within the last hour, you can use your action to touch it and take damage equal to two rolls of your hemocraft die. The hound returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon your beast again if it has died or been separated from you. The beast appears in an unoccupied space within 5 feet of you with full hit points. The beast vanishes if you die.

If the beast has an ability that requires a saving throw, the DC is the same as your Hemocraft save DC.

Lunar_Oracle

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