Small Beast (Spirit), Neutral
AC 13 Natural    Initiative +0 (10)
HP 30 (4d10)
Speed 30 ft., Climb 30 ft.
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
Senses Passive Perception 10
Languages Understands the languages you know
CR 0 (XP 10; PB +2)
Traits

Gains +5 HP for each spell slot above 2nd used to cast this spell

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.

Actions

Multiattack. The spirit makes a number of Rend attacks equal to half this spell’s level(round down).

Rend. Melee Attack Roll: caster's spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell's level Piercing damage.

To Hit

+1 ; +2 ; +3 ; +4 ; +5 ; +6 ; +7 ; +8 ; +9 ; +10 ; +11 ; +12 ; +13 ; +14 ; +15 ; +16 ; +17 ; +18 ; +19 ; +20

Damage

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

(1d8 + 4 + spell's level)

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

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 creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

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.

MacSambo19

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