Medium Humanoid (Any Race), Neutral Evil
Armor Class 13 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 25 ft.
STR
15 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +4, CON +5, CHA +6
Skills Deception +8, Perception +6, Performance +8, Persuasion +8
Senses Passive Perception 14
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Beast Master's Aura. When any of the beast master's beasts are within 30 ft of him, they gain +1 bonus to attack and damage rolls.

Baron of the Beasts. When the beast mater rolls initiative, his beasts join the battle and roll initiative as well. The beast master's menagerie consists of:
- 2 x Brown Bear 
- 1 x Dire Wolf
- 1 x Tiger
- 2 x Giant Eagle

Cowardly Tactics. If the beast master is the only creature on the battlefield, it will attempt to escape.

Innate Spellcasting. The best master's innate spellcasting ability is CHA (spell save DC 14). The beast master can innately cast the following spells without needing material components:
At will: Animal Friendship, Speak with Animals, Thorn Whip
2/day: Colour Spray, Gust of Wind, Misty Step
1/day: Counter Spell, Enlarge/Reduce, Mirror Image

Actions

Staff. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

Battle Frenzy. Each beast gets the effect of the Haste spell until the end of their next turn.

The Show Must Go On. The beast master restores 7 (2d6) HP to each allied creature within 20 ft. If this amount exceeds the maximum HP of a creature, they gain the rest as temporary hit points that last until the end of their next turn.

 

Bonus Actions

The Grand Finale. As a bonus action, the beast master can order one of his beasts to perform its special attack immediately if they have any uses left.

Monster Tags: humanoidbeast companion

Habitat: CoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

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