| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +6 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 15 | +2 | +4 |
| CHA | 12 | +1 | +1 |
Absorb The Beast’s Nature. The Battle Beast of the Ancestors normally fights alongside the Paladin in its own form. However, once per long rest, the Paladin can choose to absorb the beast’s nature, channeling its primal essence into their own combat style. Normal Mode: The beast fights independently with its own attacks and abilities.
Fusion Mode: The Paladin merges with the beast’s power for 1 minute, gaining: +1d8 necrotic damage on all melee attacks. +2 to Armor Class (AC), as the spectral energy sharpens their reflexes and shields them.
After the minute ends, the beast manifests once more and resumes fighting as usual.
Multiattack. The Battle Beast of the Ancestors can make two attacks per round.
Spectral Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) [frost] damage.
Spectral Claw Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., two targets. Hit: 11 (2d6 + 4) [magical slashing] damage.
Charge. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. On a hit, the target must make a Strength saving throw (DC 14). On failure, they are knocked prone. If the target was already wounded, they take an additional 1d6 bludgeoning damage.
Menacing Growl. The Battle Beast of the Ancestors lets out a deep, spectral growl, unsettling its foe and disrupting their focus. Range: 10 feet (The beast must be within hearing distance). Effect: The affected enemy becomes distracted and loses their concentration momentarily: Either the next attack against them has advantage or their next attack suffers disadvantage
Pursuit. When an enemy attempts to leave melee combat, the Battle Beast of the Ancestors can react and chase them down. Range: Up to 10 feet (The beast leaps forward). Effect: The enemy must make a Strength saving throw (DC 14).
On a failure, the beast stays directly engaged with them and prevents their escape by reducing their movement speed by half for 1 round.
Special: If the enemy is frightened or has less than half of their hit points remaining, they have disadvantage on the saving throw.
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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 Action Name. 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 Battle Beast of the Ancestors is a spectral manifestation of a past battle that shaped the Paladin’s history. Its appearance is based on the creature that attacked the Paladin in their youth and can be chosen by the player. This apparition is not merely a memory—it is the spiritual essence of that confrontation, now a guardian spirit and war companion to the Paladin.
When at rest, the beast appears as a transparent silhouette beside the Paladin—a silent watcher from the past. But when battle begins, its presence fully awakens—its form materializing in flickering light, its aura chilling the air or crackling with latent energy.
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.
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