You summon a Starborn Spirit, one of five ancient, whimsical beasts shaped by Grifflik’s nature and skylore. These creatures, drawn from starlit myths and whispered prayers, arrive in a gentle shimmer of wind, bloom, or thunder. Choose one of the following forms:
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🦌 Glimwhitetail
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🐺 Barkhowl
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🦅 Windtalon
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☁️ Cloudbehemoth
The creature vanishes when reduced to 0 HP or when the spell ends.
🌿 Bonding the Spirit
Each Starborn Spirit must be offered its Attunement Offering, a symbolic item tied to its nature. Until it receives the item (bonus action), it is partially unbound:
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Disadvantage on attack rolls
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Cannot use its unique ability
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Can follow only one command per turn
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Refuses to move more than 30 ft. from you
Once bonded, the creature glows faintly and becomes a loyal ally.
💫 Summoned Creature Traits
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Acts immediately after your turn
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Obeys verbal commands (defaults to Dodge if none)
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Shares your proficiency bonus
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Can only be summoned one at a time
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Lasts until 0 HP or spell ends
📜 Starborn Spirit (Stat Block)
Medium or Large Magical Beast (celestial/fey), neutral good
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Armor Class: 12 + your PB
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Hit Points: 35 + (8 × PB)
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Speed: 40 ft.
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Damage Resistances: Radiant, Force
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Condition Immunities: Charmed
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Senses: Darkvision 60 ft., Passive Perception 12
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Languages: Understands all languages you speak
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Proficiency Bonus: Equal to your own
🧬 Ability Scores by Form
| Stat | Glimwhitetail | Barkhowl | Windtalon | Cloudbehemoth | |
|---|---|---|---|---|---|
| STR | 12 (+1) | 14 (+2) | 11 (+0) | 18 (+4) | |
| DEX | 16 (+3) | 13 (+1) | 17 (+3) | 10 (+0) | |
| CON | 12 (+1) | 16 (+3) | 12 (+1) | 18 (+4) | |
| INT | 10 (+0) | 6 (−2) | 12 (+1) | 7 (−2) | |
| WIS | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | |
| CHA | 15 (+2) | 13 (+1) | 13 (+1) | 16 (+3) |
🎇 Actions
Multiattack. The spirit makes two attacks.
Celestial Strike. Melee Weapon Attack: +PB to hit, reach 5 ft., one target.
Hit: 1d8 + STR or DEX mod radiant or force damage (chosen on casting).
🌟 Unique Traits by Form
🦌 Glimwhitetail
A snowy-white elk with glowing hooves, its antlers bloom with soft light. It moves like starlight across snowdrifts and moonlit meadows.
Attunement Offering: A silver bell or carved antler charm
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Moonstep. Moves across water, snow, or foliage without leaving a trace
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Shimmer Ward (1/rest). As a reaction, grant a creature within 10 ft. resistance to all damage until the start of their next turn
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Luminous Antlers.
Melee Weapon Attack: +PB to hit, reach 5 ft., one target.
Hit: 1d10 + WIS mod radiant damage
🐺 Barkhowl
A massive wolf covered in barklike fur and flowering vines. When it howls, the earth listens.
Attunement Offering: Wooden whistle or ivy-wrapped wolf tooth
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Rootlash. On hit, target's space becomes difficult terrain until the end of your next turn
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Thornfang.
Melee Weapon Attack: +PB to hit, reach 5 ft., one target.
Hit: 2d6 piercing damage; target must succeed on a DC (8 + PB + STR mod) Strength save or be knocked prone -
Guardian Bark (1/rest). Grants an ally within 10 ft. temporary HP equal to 5 × PB
🦅 Windtalon
A harpy eagle with a long neck, metallic plumage, and two ribbon-like tail feathers that shimmer with sky’s color.
Attunement Offering: Feather charm or breeze-caught ribbon
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Skyward Cry. One ally within 30 ft. gains +10 ft. movement speed and advantage on the next Dexterity check or saving throw
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Dive Bomb (Recharge 6).
60 ft. dive in a straight line; 10-ft. wide. Creatures in the path make a Dexterity saving throw (DC = spell save DC)
- Fail: 3d6 thunder damage
- Save: Half
☁️ Cloudbehemoth
A colossal, mist-cloaked sky beast—like a woolly bison fused with thunderclouds. Twelve claws thud against the heavens, a mountainous tail swings like a stormfront, and its horns arc upward like storm pillars. Larger than three oxen and crowned in sky’s fury.
Attunement Offering: A dreamcatcher, sunstone, or cloud-shaped pendant
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Floatstep. Immune to difficult terrain; hovers 5 ft. above ground
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Storm Pulse (Recharge 5–6).
Emits a 15-ft. radius pulse of thunder and wind. Creatures (except you) in range must make a Strength saving throw (DC = spell save DC):
- Fail: Take 2d10 force damage and are pushed 10 ft.
- Save: Half damage, no push -
Skyhorn Slam.
Melee Weapon Attack: +PB to hit, reach 10 ft., one target.
Hit: 2d8 + STR mod bludgeoning damage. If target is Large or smaller, it must succeed on a Constitution save (DC = 8 + PB + STR mod) or be stunned until the end of its next turn
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