You summon up to eight wombats that appear in unoccupied spaces that you can see within range, it disappears when it drops to 0 hit points or when the spell ends. Each beasts fur is patterned in a way that camouflages with the environment they've been summoned in.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The statistics for each wombat can be found below.
At Higher Levels. When you cast this spell using certain higher-level spell slots more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Small beast
Armor Class 12 (natural armor)
Hit Points 13 (2d8 +4)
Speed 30 ft.; burrow 15 ft (when they burrow they leave tunnels behind them)
Skills Stealth +4
Senses darkvision 30 ft., passive Perception 11
Languages understands the languages you speak
Challenge 1/4 (50xp) Proficiency Bonus +2
Keen Smell. The wombat has advantage on Wisdom (Perception) checks that rely on smell.
Camouflage. The wombat has advantage on stealth rolls to blend in with the environment.
Actions
Multiattack. The Wombat makes two attacks: One with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
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