Small Beast, Neutral
Armor Class 13
Hit Points 24 (4d6 + 4)
Speed 10 ft., Fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws DEX +5, CON +3, WIS +4
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages understands the languages you speak
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

Ready Companion. As a bonus action, you can command the beast to make its shred attack or to Hide.

Actions

Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.

Description

A ranger who has the Beast Master archetype can form a strong bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world.

The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion.

When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM.

Previous Versions

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3/11/2020 8:03:20 PM
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