Medium Humanoid, Any Alignment
Armor Class 15 studded leather
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +6, WIS +5
Senses Passive Perception 14
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Saving Throws DEX +5, WIS +4

Skills Animal Handling +6, Nature +4, Perception +4, Survival +6

Actions

Multiattack. The beast wrangler makes two melee attacks.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be grappled until the start of the beast wrangler's next turn.

Command Beasts. The beast wrangler captain issues commands to the beasts under their control. Each beast within 60 feet of the beast wrangler can use its reaction to make one attack.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Countercommand. When a beast within 60 feet of the beast wrangler is targeted by a hostile spell that requires a saving throw, the beast wrangler can use their reaction to command the beast to make the saving throw with advantage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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 Beast Wrangler is a seasoned and skilled individual who has dedicated their life to the mastery of controlling and commanding creatures. With a medium build and clad in studded leather armor, this humanoid figure exudes an air of confidence and authority. Their movements are deliberate, reflecting a deep understanding of both the beasts they command and the challenges of the battlefield.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

HalParker

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