| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 14 | +2 | +2 |
| CHA | 5 | −3 | −3 |
Pack Tactics. The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Summoned Beast. The spirit shares the same Proficiency Bonus as the caster who summoned it, and it gains +1 AC and +5 HP for each level of spell slot above 2nd used to summon it.
Water Breathing. The spirit can breathe only underwater.
Multiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Slashing damage.
Description
A Bestial Spirit of the Water is created by casting the Summon Beast spell and choosing the Water environment type. The creature is an ally to its caster and their allies. In combat, the creature shares its caster's Initiative count, but it takes its turn immediately after theirs. It obeys its caster's verbal commands. If doesn't receive any commands, it takes the Dodge action and uses its movement to avoid danger.
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