Armor Class 19 Natural Armour (13+PB)
Hit Points 5 (5d8)
Speed 5 ft., Swim 60 ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +8, DEX +8, CON +8, INT +5, WIS +8, CHA +6
Senses Darkvision 60 feet, Passive Perception 12
Languages understands the languages you speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The beast can breathe both air and water.

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

Actions

Binding Strike. Melee Weapon Attack: 1D20 + your spell attack modifier to hit, reach 5 ft., one target. Hit: Attack: 1D6+8 piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

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. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Proficiency Bonus (PB) equals your bonus

Monster Tags: beast companion

Farseer264

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