Shield of Lineage. The Ancestral Ram Spirit can use its action to bind to the wearer of the Ancestral Ring of The Ram. Add +2 to AC, advantage on Wisdom saves and checks, and +2 to hit on unarmed attacks
Spellcasting. The Ancestral Ram Spirit is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +4 to hit with spell attacks). The Ancestral Ram Spirit has the following Druid spells prepared:
Cantrips (at will): Guidance, Druidcraft
1st level (4 slots): Cure Wounds, Faerie Fire, Charm Person
2nd level (3 slots): Hold Person, Healing Spirit
3rd level (2 slots): Freedom of The Waves, Revivify(Once per day)
Call of The Wild. User casts Hallucinatory Terrain; Can only be used to create scenes of nature or wildlife
Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 4 (1d8 + 5) Magic damage. On a failed STR save (DC 16), target is knocked back 5ft.
Celestial Roar. Ranged Weapon Attack: +6 to hit, range 10/60 ft. cone, Hit: 8 (2d8 + 8) Force damage. On a failed CON save (DC 16), target is stunned until the beginning of user's next turn
Ancestral Ram Spirit can use its bonus action to switch between armor and bestial form, or to be summoned from its ring.
Great-Horn Scoop. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 4 (1d8 + 5) Magic damage. On a failed DEX save (DC 16), target is knocked prone.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Ancestral Ram Spirit is a cosmic being bound to one of the Rings of The Wild. The Spirit will lend aid to the holder of its ring, so long as the user's intentions are just, pure, and true. With an impressive build and stature, the ARS is a symbol of Fortitude, standing tall in the face of adversity, and protecting the rest of its herd from potential danger or hardship.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.