You can call an allied Beast to your side in times of need, drawing on your reciprocal connection to the living things around you. When you summon this ally, choose its native environment: Air, Land, or Water. The creature uses the Allied Hunter stat block and has the form of an animal native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
In combat, it 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 defends itself against hostile creatures or takes the Dodge action using its movement to avoid danger.
Using a Higher-Level Spell Slot. When you cast this spell using a level 3+ spell slot, use the higher level wherever the spell’s level appears in the stat block.
Allied Hunter
Small or Medium Beast
Armor Class 11 + the spell’s level
Initiative +1 (11)
Hit Points 20 (Air only) or 30 (Land and Water only) + 10 per spell level above 3
Speed 30 ft.; Climb 30 ft. (Land only); Fly 40 ft. (Air only); Swim 30 ft. (Water only)
Skills Stealth +1 plus PB, Survival +2 plus PB
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — None (XP 0; PB equals your Proficiency Bonus)
Cunning Ally. The hunter has Advantage on attack rolls against a creature that has the frightened, grappled, or incapacitated conditions, or that is under the effects of a curse you place or a curse spell you cast.
Curse Eater. Once per turn, when the hunter deals damage to a creature that is under the effects of a curse you place or a curse spell that you cast, the hunter regains Hit Points equal to your Proficiency Bonus.
Aquatic Adaption (Water Only). The hunter can breathe only underwater. It has Advantage on ability checks and saving throws that rely on Dexterity while in aquatic environments.
Evasion (Air Only). When the hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Tenacious (Land Only). The hunter has Advantage on ability checks and saving throws made to avoid or end the grappled condition..
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Hunter’s Strike. Melee Attack Roll: your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage, and if the hunter’s environment is Land, the target has the grappled condition (escape DC equals your spell save DC).
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