Base Class: Druid
Circle of the Brood Druids are the self-proclaimed “beast masters” of the Druidic world, but let’s be real: they’re more like overzealous pet owners with a penchant for the bizarre. These Druids dedicate their lives to raising creatures that others wouldn’t touch with a ten-foot pole, nurturing their monsters like overgrown, scaly children. As they trudge through encounters, their beloved beasts evolve based on each ridiculous escapade—because nothing says “master of the wild” quite like a creature that’s a reflection of your questionable choices. Just pray their latest evolution isn’t a horrifying abomination.
But let’s face it: their obsession with these monstrous companions makes them about as socially adept as a rock. While you’re busy forging alliances and navigating the complexities of the world, they’re off talking to their lizard-frog hybrid about its latest growth spurt. And sure, when the chips are down, their creature might just be the terrifying force that turns the tide of battle. But you might also find yourself rolling your eyes as they obsess over the creature’s diet or get giddy over its latest “cute” feature—like a tail that can whip enemies into submission. Who needs friends when you have a glorified pet project, right?
Circle Spells
3rd-level Circle of the Brood feature
You have formed a bond with an elemental companion, a beast touched by the elemental plane with unlimited potential. Your link with the creature grants you access to some spells to help them grow when you reach certain levels in this class, as shown on the Circle of the Brood Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Brood Spells
Druid Level | Spells |
---|---|
3rd | false life, find familiar, dragon's breath, enlarge/reduce |
5th | conjure animals, fly |
7th | charm monster, faithful hound |
9th | awaken, summon dragon |
Starter Companion
3rd-level Circle of the Brood feature
You can summon a beast that has been touched by the elemental plane. These creatures have limitless potential that allows them to grow and evolve with your adventures. When you gain this ability, you must choose between the planes of fire, water, air, or earth, which will determine your beast companion.
Air
Air beasts come in many forms, but typically take an unassuming form that disguises their power behind big eyes and a goofy grin. They typically look like a baby mammal, often a puppy or kitten, but some may appear as a bird or reptile. Their fur, scales, or feathers are charged with electricity often giving off a static shocks. Their master quickly becomes the most important thing in their world.
Earth
Beasts of the earth may appear to be made of dirt, stone, or plant matter and typically take the shape of shelled or armored creatures, such as a turtle, armadillo, or insect. Those with stone or earthen bodies may have limited sensation in their thick outer hide, while those made of plants often emit a sickly-sweet smell comprised of mildly poisonous spores. They tend to be strong, resilient, and quiet, often making them come across as aloof. They are extremely loyal to their partners and make excellent guardians.
Fire
Fire beasts come in many forms, with some appearing similar to a small, fuzzy bear cub and others manifesting as a scaly crimson lizard. Their bodies are hot to the touch and often have areas wreathed in flame. Regardless of their appearance, fire beasts tend to be clever and powerful. They may have difficulty connecting as their bodies make physical interactions challenging, but tend to form deep bonds with those who put in the time.
Water
Beasts of water and ice often take the form of amphibious creatures or spawn as amorphous slug or ooze-like beings. Their bodies are largely liquid, so they may struggle to hold a solid shape. These creatures are fast and flexible, adapting to whatever the situation demands. They form bonds quickly with their partners and tend to be friendly with new people.
Elemental Companion
3rd-level Circle of the Brood feature
You can summon a beast that has been touched by the elemental plane. These creatures have limitless potential that allows them to grow and evolve with your adventures. As an action, you can expend one use of your Wild Shape feature to summon your Elemental Companion, rather than assuming a beast form. The beast appears in an unoccupied space of your choice that you can see within 30 feet of you.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Elemental Companion stat blocks, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some closely resemble a traditional beast, while others lean more into their elemental nature.
In combat, the beast shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
The beast manifests until your next short rest, until it is reduced to 0 hit points, until you use this feature to summon the beast again, or until you die.
Drip Larva
Drip Larva
Small* Beast, Neutral
AC 12 plus your Wisdom modifier
HP 4.5 plus 4.5 times your Druid level (the beast has a number of Hit Dice [d6s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Resistances Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d6 + 1 plus your Wisdom modifier Cold damage.
The creature's size increases to medium at level 10, and large at level 14. With the size change, the creature's hit, damage, and hot topic dice increase to 1d8 and 1d10, respectively. In addition, the creature's armor class increase by 2 at level 10 and an additional 2 at level 14.
At level 10, the creature's resistance upgrades to immunity. They may gain additional abilities and further boosts at these levels.
Ember Cub
Ember Cub
Small* Beast, Neutral
AC 11 plus your Wisdom modifier
HP 4.5 plus 4.5 times your Druid level (the beast has a number of Hit Dice [d6s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d6 Fire damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d6 + 2 plus your Wisdom modifier Fire damage.
The creature's size increases to medium at level 10, and large at level 14. With the size change, the creature's hit, damage, and hot topic dice increase to 1d8 and 1d10, respectively. In addition, the creature's armor class increase by 2 at level 10 and an additional 2 at level 14.
At level 10, the creature's resistance upgrades to immunity. They may gain additional abilities and further boosts at these levels.
Leaf Hatchling
Leaf Hatchling
Small* Beast, Neutral
AC 10 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d6s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d6 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
The creature's size increases to medium at level 10, and large at level 14. With the size change, the creature's hit, damage, and hot topic dice increase to 1d8 and 1d10, respectively. In addition, the creature's armor class increase by 2 at level 10 and an additional 2 at level 14.
At level 10, the creature's resistance upgrades to immunity. They may gain additional abilities and further boosts at these levels.
Spark Pup
Spark Pup
Small* Beast, Neutral
AC 13 plus your Wisdom modifier
HP 3.5 plus 3.5 times your Druid level (the beast has a number of Hit Dice [d6s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d6 plus your Wisdom modifier Lightning damage.
The creature's size increases to medium at level 10, and large at level 14. With the size change, the creature's hit, damage, and hot topic dice increase to 1d8 and 1d10, respectively. In addition, the creature's armor class increase by 2 at level 10 and an additional 2 at level 14.
At level 10, the creature's resistance upgrades to immunity. They may gain additional abilities and further boosts at these levels.
Comforting Presence
3rd-level Circle of the Brood feature
Your connection to your sweet li'l buddy is so strong that you can heal them at any distance. You can use a bonus action to expend one spell slot to allow your elemental companion to regain 2d8 hit points per level of the spell slot expended.
Partner Personality
6th-level Circle of the Brood feature
You and your partner have grown closer during your adventure. Is your partner timid or outgoing? Are they the type rush into battle or hang back? A timid creature learns to attack from further away and push their targets even further back, while an outgoing creature deals extra melee damage based on their element.
Outgoing (Air)
Your companions charges their teeth and claws with electricity. They deal an additional 1d6 lightning damage when they hit with a melee attack.
Outgoing (Earth)
Your companion envelops their claws with poisonous spores. They deal an additional 1d6 poison damage when they hit with a melee attack.
Outgoing (Fire)
Your companion envelops their claws with flame. They deal an additional 1d6 fire damage when they hit with a melee attack.
Outgoing (Water)
Your companion envelops their claws or teeth with ice. They deal an additional 1d6 ice damage when they hit with a melee attack.
Timid
The range of your companion's ranged attacks increases by 10 feet. When they hit a creature with a ranged attack, they push the creature up to 5 feet.
Hugs and Kisses
6th-level Circle of the Brood feature
Your partner's connection to the elemental plane has become an impediment to cuddle time, but that won't stop you from getting your kisses in! Whether through scarring, callouses, or magical means, you gain resistance to the element associated with your companion.
Drip Larva
You gain resistance to cold damage.
Ember Cub
You gain resistance to fire damage.
Leaf Hatchling
You gain resistance to poison damage.
Spark Pup
You gain resistance to lightning damage.
Loyal Friend
10th-level Circle of the Brood feature
Does your companion tend to be protective or independent? Your friend has gone through a growth spurt, evolving into a new, more powerful creature based on their nature. Protective creatures tend to be more durable and focus on keeping their master safe, while independent creatures wade into the thick of battle, destroying their master's foes.
Independent (Air)
Congratulations! Your Spark Pup has evolved into a Joltbolt, growing to medium size with a lean body built for speed. They specialize in taking down their foes before they have a chance to react.
Joltbolt
Medium* Beast, Neutral
AC 15 plus your Wisdom modifier
HP 4.5 plus 4.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 plus your Wisdom modifier Lightning damage.
Electrolash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d4 plus your Wisdom modifier Lightning damage (your choice when you summon the beast) and the target must make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn. The Joltbolt can only use this ability once per turn.
Bonus Actions
Living Lightning. The Joltbolt can move up to its speed without provoking attacks of opportunity.
The creature's size increases to large at level 14. With the size change, the creature's hit, damage, and hot topic dice increases to 1d10, respectively. In addition, the creature's armor class increase by 2 at level 14.
They may gain additional abilities and further boosts at these levels.
Independent (Earth)
Congratulations! Your Leaf Hatchling has evolved into a Stoneclaw, growing to medium size with a lean body built for speed. They typically sport large claws or fangs that are tipped deadly venom.
Stoneclaw
Medium Beast, Neutral
AC 12 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Feral Guardian. The Stoneclaw can make an attack of opportunity without using their reaction, but no more than once per turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
Venom Slash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus your Wisdom modifier Poison damage and the target must make a Concentration saving throw against your spell save DC or become poisoned for 1 minute. The creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Independent (Fire)
Congratulations! Your Ember Cub has evolved into a Flamestriker, growing to medium size with a lean, muscular body and sharp claws.
Flamestriker
Medium* Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Immunity Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d8 Fire damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 + 2 plus your Wisdom modifier Fire damage.
Dragon Breath (Fire). The Flamestriker sprays fire in a 30 foot cone. All creatures in the area must make a Dexterity saving throw against your spell save DC or take 6d6 Fire damage and start burning. A creature who succeeds on the save takes half damage and is not burning. It can use this ability once and regains all expended uses on a short or long rest.
Bonus Actions
Quickstep. The Flamestriker can move up to its speed.
The creature's size increases to large at level 14. With the size change, the creature's hit, damage, and hot topic dice increases to 1d10, respectively. In addition, the creature's armor class increase by 2 at level 14.
They may gain additional abilities and further boosts at these levels.
Independent (Water)
Congratulations! Your Drip Larva has evolved into a Frostbard, growing to medium size, taking on a more humanoid appearance. The Frostbard's ability typically come from music, which may be in the form of song or an instrument made from their body.
Frostbard
Medium Beast, Neutral
AC 14 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Immunities Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages One language you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 + 1 plus your Wisdom modifier Cold damage.
Snowstorm. The Frostbard targets a point it can see within 60 feet. All creatures in a 20 foot radius of that point must make a Dexterity saving throw against your spell save DC or take 2d6 cold damage and have their speed reduced by 10 feet until the start of your next turn.
Bonus Actions
Chilling Song. The Frostbard targets an ally within 30 feet that can hear it. That creature can add 1d6 to one attack roll, ability check, or saving throw before the start of your next turn.
Protective (Air)
Congratulations! Your Spark Pup has evolved into a Joltguard, growing to medium size and sprouting longer, thicker fur imbued that crackles with electricity.
Joltguard
Medium* Beast, Neutral
AC 15 plus your Wisdom modifier
HP 4.5 plus 4.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 plus your Wisdom modifier Lightning damage.
Static Shackles. The Joltguard chooses a point within 80 feet that it can see. All creatures within a 30-foot radius sphere of that point must make a Constitution saving throw against your spell save DC or have their speed halved until the start of your next turn.
Reactions
Fast as Lightning. When a creature moves within 5 feet of Joltguard, it can use its reaction to move up to its speed without provoking Attacks of Opportunity.
The creature's size increases to large at level 14. With the size change, the creature's hit, damage, and hot topic dice increases to 1d10, respectively. In addition, the creature's armor class increase by 2 at level 14.
They may gain additional abilities and further boosts at these levels.
Protective (Earth)
Congratulations! Your Leaf Hatchling has evolved into a Stonewarden, growing to medium size and reinforcing their stout body with thick stone plates.
Stonewarden
Medium Beast, Neutral
AC 14 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Armored. The Stonewarden has +2 AC (included above).
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
Reactions
Body Block. When you or an ally are targeted by an attack, the Stonewarden can move up to half if its speed without provoking attacks of opportunity. If it ends its turn within 5 feet of the target, it can force the attacker to target it instead.
Protective (Fire)
Congratulations! Your Ember Cub has evolved into a Flameshell, growing to medium size and sprouting a thick protective shell.
Flameshell
Medium* Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Immunity Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d8 Fire damage.
Protective Shell. At the start of combat, the Flameshell gains a number of temporary hit points equal to your druid level.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 + 2 plus your Wisdom modifier Fire damage.
Reactions
Flameguard. When you are targeted with an attack, your companion may use a reaction to increase your armor class by your Proficiency Bonus until the end the turn.
The creature's size increases to large at level 14. With the size change, the creature's hit, damage, and hot topic dice increases to 1d10, respectively. In addition, the creature's armor class increase by 2 at level 14.
They may gain additional abilities and further boosts at these levels.
Protective (Water)
Congratulations! Your Drip Larva has evolved into a Frostshield, growing to medium size and sprouting a thick icy coating.
Frostshield
Medium Beast, Neutral
AC 14 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d8s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Immunities Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Protective Shell. At the start of combat, the Frostshield gains a number of temporary hit points equal to half your druid level (rounded down). While it has temporary hit points, it gains +1 to its armor class.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 + 1 plus your Wisdom modifier Cold damage.
Reactions
Frostguard. When the Frostshield is targeted with an attack, it may use a reaction to give the attacker the grappled condition.
Quickstrike
10th-level Circle of the Brood feature
Your companion's new form has made them a force on the battlefield. When you command your Elemental Companion to take an attack action, they can take that action twice.
Perfect Li'l Buddy
14th-level Circle of the Brood feature
Is your companion the serious sort who focuses on their training or a bit trickier, using anything they can to get an edge? Your companion has fully come into their, evolving into a powerful final form based on their nature. Serious creatures tend to strengthen their existing abilities into powerful new attacks, while tricky creatures gain new abilities that change the flow of the battlefield.
Serious (Flameshell)
Congratulations! Your Flameshell has evolved into a Scaled Blazer, growing to large size with glittering crimson scales.
Scaled Blazer
Large Beast, Neutral
AC 15 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Immunity Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d10 Fire damage.
Protective Shell. At the start of combat, the Scaled Blazer gains a number of HP equal to your druid level.
Fire Savant. The Scaled Blazer ignores resistance to fire damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 2 plus your Wisdom modifier Fire damage.
Fiery Bastion. This ability cannot only be used if the Scaled Blazer has taken another action this turn and it cannot take any other actions afterwards. The Scaled Blazer casts wall of fire. It can concentrate on the spell, but must use an action on subsequent turns to maintain concentration. Once your companion uses this ability, it must complete a long rest before doing so again.
Reactions
Flameguard. When you are targeted with an attack, your companion may use a reaction to increase your armor class by your Proficiency Bonus until the end the turn.
Serious (Flamestriker)
Congratulations! Your Flamestriker has evolved into a Blazing Inferno, growing to large size and sprouting two leathery wings.
Blazing Inferno
Large Beast, Neutral
AC 15 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft., 60 ft. Flying
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Immunity Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d10 Fire damage.
Fire Savant. The Blazing Inferno ignores resistance to fire damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 2 plus your Wisdom modifier Fire damage.
Dragon Breath (Fire). The Blazing Inferno sprays fire in a 30 foot cone. All creatures in the area must make a Dexterity saving throw against your spell save DC or take 6d6 Fire damage and start burning. A creature who succeeds on the save takes half damage. It can use this ability once and regains all expended uses on a short or long rest.
Firebomb. The Blazing Inferno shoots a ball of fire at a point it can see within 120 feet. All creatures in a 20-foot radius sphere must make a Dexterity saving throw against your spell save DC or take 4d6 Fire damage. A creature who succeeds on the save takes half damage.
Bonus Actions
Quickstep. The Blazing Inferno can move up to its speed.
Serious (Frostbard)
Congratulations! Your Frostbard has evolved into a Verse Leviathan, shedding much of its humanoid form in favor of a large serpentine body. The Verse Leviathan typically keeps it's humanoid face, often appearing as a beautiful human or elvish woman.
Verse Leviathan
Large Beast, Neutral
AC 16 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Immunities Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages One language you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Water Savant. The Verse Leviathan ignores resistance to Cold damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 1 plus your Wisdom modifier Cold damage.
Snowstorm. The Verse Leviathan targets a point it can see within 60 feet. All creatures in a 20 foot radius of that point must make a Dexterity saving throw against your spell save DC or take 2d6 cold damage and have their speed reduced by 10 feet until the start of your next turn.
Blizzard. This ability cannot only be used if the Verse Leviathan has taken another action this turn and it cannot take any other actions afterwards. The Verse Leviathan casts sleet storm. Once your companion uses this ability, it must complete a long rest before doing so again.
Bonus Actions
Chilling Song. The Verse Leviathan targets an ally within 30 feet that can hear it. That creature can add 1d6 to one attack roll, ability check, or saving throw before the start of your next turn.
Serious (Frostshield)
Congratulations! Your Frostshield has evolved into an Iron Leviathan, growing to large size and taking on a serpent-like form with icy scales.
Iron Leviathan
Large Beast, Neutral
AC 16 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Resistances Acid, Fire
Damage Immunities Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Protective Shell. At the start of combat, the Iron Leviathan gains a number of temporary hit points equal to half your druid level (rounded down). While it has temporary hit points, it gains +1 to its armor class.
Water Savant. The Iron Leviathan ignores resistance to Cold damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 1 plus your Wisdom modifier Cold damage.
Boreal Winds. The Iron Leviathan targets a point it can see within 60 feet. Each creature within 15 foot radius sphere must make a Dexterity saving throw against your spell save DC or take 3d6 cold damage and have their speed reduced by 15 feet until the start of your next turn. A creature who succeeds on the save takes half damage and does not have their speed reduced.
Reactions
Frostguard. When the Iron Leviathan is targeted with an attack, it may use a reaction to give the attacker the grappled condition.
Serious (Joltbolt)
Congratulations! Your Joltbolt has evolved into a Stormbolt, growing to large size and sprouting an additional pair of legs that have somehow made it even faster.
Stormbolt
Large Beast, Neutral
AC 17 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Lightning Savant. The Stormbolt ignores resistance to lightning damage.
Reckless Surge. When the Stormbolt attacks, it can choose to make one additional attack; however, all attacks against it have advantage until the start of your next turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Lightning damage.
Electrolash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d4 plus your Wisdom modifier Lightning damage (your choice when you summon the beast) and the target must make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn. The Stormbolt can only use this ability once per turn.
Bonus Actions
Living Lightning. The Stormbolt can move up to its speed without provoking attacks of opportunity.
Serious (Joltguard)
Congratulations! Your Joltguard has evolved into a Stormguard, growing to large size and striking an imposing figure, often in the shape of a large wild cat or dire wolf. The Stormguard's bark is often worse than their bite, but their bark is pretty terrifying.
Stormguard
Large Beast, Neutral
AC 17 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Lightning, Thunder
Senses Darkvision 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Lightning damage.
Static Shackles. The Stormguard chooses a point within 80 feet that it can see. All creatures within a 30-foot radius sphere of that point must make a Constitution saving throw against your spell save DC or have their speed halved until the start of your next turn.
Bonus Actions
Thunderstruck. As a bonus action, the Stormguard releases an earsplitting roar. On their next attack, all affected creatures must make a Strength saving throw against your spell save DC or be knocked prone.
Reactions
Fast as Lightning. When a creature moves within 5 feet of Stormguard, it can use its reaction to move up to its speed without provoking Attacks of Opportunity.
Serious (Stoneclaw)
Congratulations! Your Stoneclaw has evolved into a Thornbark, transforming into a large, lithe beast covered with piercing yellow eyes. Their body is covered in razor-sharp thorns or stone spikes.
Thornbark
Large Beast, Neutral
AC 14 plus your Wisdom modifier
HP 7.5 plus 7.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft., Climbing 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Feral Guardian. The Thornbark can make an attack of opportunity without using their reaction, but no more than once per turn.
Poison Savant. The Thornbark ignores resistance to poison damage.
Razorgrip. The Thornbark has a 30 foot climbing speed (included above).
Prickly Body. Whenever a creature hits the beast with a melee attack, it takes 2d8 Piercing damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
Venom Slash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus your Wisdom modifier Poison damage and the target must make a Concentration saving throw against your spell save DC or become poisoned for 1 minute. The creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Serious (Stonewarden)
Congratulations! Your Stonewarden has evolved into a Stonebark, growing to large size and weighing nearly a ton. They are the ultimate shield.
Stonebark
Large Beast, Neutral
AC 16 plus your Wisdom modifier
HP 7.5 plus 7.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Armored. The Stonebark has +2 AC (included above).
Smashing Savant. The Stonebark ignores resistance to bludgeoning damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
Stone Bulwark. This ability cannot only be used if the Stonebark has taken another action this turn and it cannot take any other actions afterwards. The Stonebark casts wall of stone. It can concentrate on the spell, but must use an action on subsequent turns to maintain concentration. Once your companion uses this ability, it must complete a long rest before doing so again.
Reactions
Body Block. When you or an ally are targeted by an attack, the Stonebark can move up to half if its speed without provoking attacks of opportunity. If it ends its turn within 5 feet of the target, it can force the attacker to target it instead.
Tricky (Flameshell)
Congratulations! Your Flameshell has evolved into an Ashscale, growing to large size with a luminescent, fiery aura.
Ashscale
Large Beast, Neutral
AC 15 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Immunity Fire, Radiant
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d10 Fire damage.
Protective Shell. At the start of combat, the Ashscale gains a number of HP equal to your druid level.
Fire Savant. The Ashscale ignores resistance to fire damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 2 plus your Wisdom modifier Fire damage.
Flash Fire. The Ashscale shoots a brilliant burst of light to a spot he can see within 60 feet. All creatures in a 20-foot radius sphere of that point must make Constitution saving throw against your spell save DC or become blinded until the end the start of your next turn.
Reactions
Flameguard. When you are targeted with an attack, your companion may use a reaction to increase your armor class by your Proficiency Bonus until the end the turn.
Tricky (Flamestriker)
Congratulations! Your Flamestriker has evolved into an Ash Inferno, growing to large size and menacing fangs.
Ash Inferno
Large Beast, Neutral
AC 15 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 12 | +1 | +1 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 4 | −3 | −3 |
WIS | 14 | +2 | +2 |
CHA | 6 | −2 | −2 |
Damage Immunity Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Hot Topic. Whenever a creature hits the beast with a melee attack, it takes 1d10 Fire damage.
Fire Savant. The Ash Inferno ignores resistance to fire damage.
Menacing. At the start of your turn, the Ash Inferno forces a creature it can see within 120 feet of it to make a Wisdom save against your spell save DC, becoming frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 1 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Fire). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 2 plus your Wisdom modifier Fire damage.
Dragon Breath (Fire). The Ash Inferno sprays fire in a 30 foot cone. All creatures in the area must make a Dexterity saving throw against your spell save DC or take 6d6 Fire damage and start burning. A creature who succeeds on the save takes half damage. It can use this ability once and regains all expended uses on a short or long rest.
Magma Ball. The Ash Inferno shoots a ball of magma at a point it can see within 60 feet. All creatures in a 10-foot radius sphere must make a Dexterity saving throw against your spell save DC or take 2d8 Fire damage. A creature who succeeds on the save takes half damage.
Bonus Actions
Quickstep. The Ash Inferno can move up to its speed.
Tricky (Frostbard)
Congratulations! Your Frostbard has evolved into a Verse Glacier, embracing the amorphous aspects of water. Your companion can now readily change their appearance and size to suit their environment. They often take the form of a beautiful human or elvish woman who seduces enemies with their song.
Verse Glacier
Small, Medium, or Large Beast, Neutral
AC 16 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Immunities Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages One language you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Shapechanger. The companion can use its action to polymorph into a Small, Medium, or Large humanoid, beast, or elemental it has seen. Its statistics, other than its size, are the same in each form. It does not appear as a perfect duplicate of its target, instead appearing as a water- or ice-based facsimile. The creature's true form is unknown. Any equipment it is wearing or carrying isn't transformed.
Water Savant. The Verse Glacier ignores resistance to Cold damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 1 plus your Wisdom modifier Cold damage.
Snowstorm. The Verse Glacier targets a point it can see within 60 feet. All creatures in a 20 foot radius of that point must make a Dexterity saving throw against your spell save DC or take 2d6 cold damage and have their speed reduced by 10 feet until the start of your next turn.
Winter Serenade. This ability cannot only be used if the Verse Glacier has taken another action this turn and it cannot take any other actions afterwards. The Verse Glacier casts hypnotic pattern. Once your companion uses this ability, it must complete a long rest before doing so again.
Bonus Actions
Chilling Song. The Verse Glacier targets an ally within 30 feet that can hear it. That creature can add 1d6 to one attack roll, ability check, or saving throw before the start of your next turn.
Tricky (Frostshield)
Congratulations! Your Frostshield has evolved into an Iron Glacier, transforming into a large, immovable blob of ice and snow.
Iron Glacier
Large Beast, Neutral
AC 16 plus your Wisdom modifier
HP 6.5 plus 6.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 4 | −3 | −3 |
Damage Resistances Fire
Damage Immunities Cold
Condition Immunities Prone, Grappled
Senses Darkvision 60 ft., Passive Perception 11
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Amphibious. The beast can breathe air and water.
Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.
Protective Shell. At the start of combat, the Iron Leviathan gains a number of temporary hit points equal to half your druid level (rounded down). While it has temporary hit points, it gains +1 to its armor class.
Water Savant. The Iron Glacier ignores resistance to Cold damage.
Black Ice. Whenever the Iron Glacier hits an enemy with a ranged attack, the creature must make a Strength saving throw against your spell save DC or be knocked prone.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Water). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 + 1 plus your Wisdom modifier Cold damage.
Reactions
Frostguard. When the Iron Glacier is targeted with an attack, it may use a reaction to give the attacker the grappled condition.
Tricky (Joltbolt)
Congratulations! Your Joltbolt has evolved into a Tempestbolt, growing to large size and shedding most of its form beast form, often appearing as an amorphous mass of wind and lightning.
Tempestbolt
Large Beast, Neutral
AC 17 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Lightning Savant. The Tempestbolt ignores resistance to lightning damage.
Lightning Flash. When the Tempestbolt moves, it may choose to teleport instead.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Lightning damage.
Electrolash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d4 plus your Wisdom modifier Lightning damage (your choice when you summon the beast) and the target must make a Constitution saving throw against your spell save DC or be stunned until the start of your next turn. The Tempestbolt can only use this ability once per turn.
Storm Surge. All creatures within 30 feet of the Tempestbolt (including the Tempestbolt) must make Constitution saving throw against your spell save DC or take 6d6 lightning damage and be paralyzed for 1 minute. A creature who succeeds on the save takes half damage and is not paralyzed. A creature paralyzed in this way can repeat the saving throw at the end of each of their turns, ending this effect on a success. It can use this ability once and regains all expended uses on a short or long rest.
Bonus Actions
Living Lightning. The Tempestbolt can move up to its speed without provoking attacks of opportunity.
Tricky (Joltguard)
Congratulations! Your Joltguard has evolved into a Tempestguard, growing to large size and sprouting massive ears. Their fur bristles and fluffs out, often making them look like a sheep or cotton ball.
Tempestguard
Large Beast, Neutral
AC 17 plus your Wisdom modifier
HP 5.5 plus 5.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | −1 | −1 |
DEX | 16 | +3 | +3 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Lightning
Senses Blindsight 60 ft., Passive Perception 10
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Shocking Touch. Whenever your companion deals Lightning damage to a creature, that creature cannot take reactions until the start of its next turn.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Lightning). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Lightning damage.
Static Shackles. The Tempestguard chooses a point within 80 feet that it can see. All creatures within a 30-foot radius sphere of that point must make a Constitution saving throw against your spell save DC or have their speed halved until the start of your next turn.
Arcbind. This ability cannot only be used if the Tempestguard has taken another action this turn and it cannot take any other actions afterwards. It chooses a point within 60 feet that it can see. All creatures within a 15-foot radius sphere of that point must make a Constitution saving throw against your spell save DC or take 4d6 lightning damage and be stunned until the start of your next turn.
Reactions
Fast as Lightning. When a creature moves within 5 feet of Tempestguard, it can use its reaction to move up to its speed without provoking Attacks of Opportunity.
Tricky (Stoneclaw)
Congratulations! Your Stoneclaw has evolved into a Thorn Drake, growing to large size. A Thorn Drake is typically covered in brambles or vines and may resemble a lithe dragon or a wildcat.
Thorn Drake
Large Beast, Neutral
AC 14 plus your Wisdom modifier
HP 7.5 plus 7.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Feral Guardian. The Thornbark can make an attack of opportunity without using their reaction, but no more than once per turn.
Poison Savant. The Thornbark ignores resistance to poison damage.
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d8 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
Venom Slash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus your Wisdom modifier Poison damage and the target must make a Concentration saving throw against your spell save DC or become poisoned for 1 minute. The creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Bonus Actions
Brush Camouflage. The Thorn Drake can turn invisible as a bonus action until the start of their next turn. The invisibility is broken if the creature attacks or take damage.
Tricky (Stonewarden)
Congratulations! Your Stonewarden has evolved into a Stone Drake, transforming into a large, lithe stone beast with piercing yellow eyes.
Stone Drake
Large Beast, Neutral
AC 16 plus your Wisdom modifier
HP 7.5 plus 7.5 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your Druid level)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 10 | +0 | +0 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 4 | −3 | −3 |
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Rudimentary understanding of one language you know, but cannot speak
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Friendship. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Armored. The Stone Drake has +2 AC (included above).
Smashing Savant. The Stone Drake ignores resistance to Bludgeoning damage.
Coiling Rush. The Stone Drake's movement speed increases by 10 feet (included above).
Actions
Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).
Elemental Burst (Vines). Ranged Attack Roll: Bonus equals your spell attack modifier, reach 30 ft. Hit: 1d10 plus your Wisdom modifier Bludgeoning damage and the target is grappled.
Stone Bulwark. This ability cannot only be used if the Stone Drake has taken another action this turn and it cannot take any other actions afterwards. The Stone Drake casts wall of stone. It can concentrate on the spell, but must use an action on subsequent turns to maintain concentration. Once your companion uses this ability, it must complete a long rest before doing so again.
Gorgon Gaze. This ability cannot only be used if the Stone Drake has taken another action this turn and it cannot take any other actions afterwards. The Stone Drake targets a point within 30 feet that it can see. All creatures within 10 feet of that point are targeted by the flesh to stone spell. Your companion can concentrate on the spell, but must use an action on subsequent turns to maintain concentration. Once your companion uses this ability, it must complete a long rest before doing so again.
The Power of Friendship
14th-level Circle of the Brood feature
The bonds of friendship are the mightiest force in the universe and no one is closer than you and your fuzzy, feathered, scaly, or slimy companions. The bond between you and your companion has manifested physically in the form of a familiar (as if by the find familiar spell), but is an elemental rather than a fey, fiend, or celestial. You can summon your familiar whenever you summon your Elemental Companion (no action required). If your familiar is destroyed, you can cast the find familiar spell or expend a use of wild shape to resummon them.
Choose the bond that best describes your companion and your bond with them: Partner, Bringer of Death, Light of your Life, Meat Shield, Sweet Little Baby, and Toxic Relationship. Partners are like another member of the party and tend to be excellent communicators who can help setup complex maneuvers, while you can't be sure if Bringers of Death actually like you or use you as a convenient way to find worthy foes, so they have a way of making sure your attacks stick. Companions who are the Light of your Life mean more to you than anyone else in your party and tend to be the spotlight of every battle, while Meat Shields are often lovable, but simple and know their role in battle is preventing the enemy from getting close to you. Sweet Little Babies have gentle hearts and tend to stay away from the conflict, while Toxic Relationships are bad for all involved, but at least that includes your enemies too! They'll help you take down your enemies, but beware of friendly fire.
Bringer of Death (Rothound)
You can't tell if your companion and familiar actually like you or think of you as a convenient way to find worthy foes. Your new familiar is a Rothound with the ability to inflict foes with rot, preventing them from healing. They tend to be ugly creatures that are built for war.
Rothound
Small Elemental, Unaligned
AC 15
HP 1
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 14 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 2 | −4 | −4 |
Damage Immunities Necrotic
Senses Darkvision 120 ft. (including magical darkness), Passive Perception 11
Languages --
CR 0
Traits
Rot Aura. All enemies within a 10-foot radius of the Rothound can't regain hit points.
Keen Smell. The creature has advantage on Wisdom (Perception) checks that rely on smell.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Actions
Death Grip. Melee Attack Roll: +3, reach 5 ft. Hit: 2d8 + 2 Necrotic damage.
Light of your Life (Dawnripper)
Your companion means more to you than anyone else in your party and tends to be the spotlight of every battle. They are often cute and sweet, sometimes spoiled, but always flashy. Your new familiar is a Dawnripper who can use their reactions to temporarily blind foes as they dash about the battlefield.
Dawnripper
Tiny Elemental, Unaligned
AC 14
HP 1
Speed 30 ft., fly 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 4 | −3 | −3 |
DEX | 14 | +2 | +2 |
CON | 6 | −2 | −2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 10 | +0 | +0 |
CHA | 16 | +3 | +3 |
Damage Immunities Radiant
Senses Darkvision 60 ft., Passive Perception 10
Languages --
CR 0
Traits
Flyby. The Dawnripper doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Actions
Lunar Ray. Ranged Attack Roll: +3, 30/80 ft. Hit: 1d8 + 2 Radiant damage.
Reactions
Solar Flare. When a creature within 30 feet of the Dawnripper is targeted with an attack, it can use a reaction to impose disadvantage on the attack roll.
Meat Shield (Maulback)
Your companion and familiar know that protecting you is the most important thing. They are larger than most familiars and, often, lovable, but simple. Your new familiar is a Maulback, an imposing creature who will not hesitate to jump in front of a blow meant for you.
Maulback
Medium Elemental, Unaligned
AC 18
HP 1
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +7 |
DEX | 10 | +0 | +4 |
CON | 14 | +2 | +6 |
Mod | Save | ||
---|---|---|---|
INT | 3 | −4 | +0 |
WIS | 8 | −1 | +3 |
CHA | 4 | −3 | +1 |
Damage Immunities Bludgeoning, Piercing, and Slashing
Senses Darkvision 60 ft., Passive Perception 9
Languages --
CR 0
Traits
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Actions
Crunch. Melee Attack Roll: +5, reach 10 ft. Hit: 2d8 + 3 Piercing damage.
Reactions
Meat Shield. When you are targeted by an attack, the Maulback can move up to its speed without provoking attacks of opportunity. If it ends its turn within 5 feet of you, it can force the attacker to target it instead.
Partner (Psyclone)
Your companion and familiar are like another member of the party. They tend to be excellent communicators who can help setup complex maneuvers. Your new familiar is a Psyclone who can fly across the battlefield, pulling and pushing foes.
Psyclone
Small Elemental, Unaligned
AC 12
HP 1
Speed 30 ft., fly 45 ft.
Mod | Save | ||
---|---|---|---|
STR | 3 | −4 | −4 |
DEX | 12 | +1 | +1 |
CON | 8 | −1 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +2 |
WIS | 10 | +0 | +0 |
CHA | 8 | −1 | −1 |
Damage Immunities Psychic
Senses Darkvision 120 ft., Passive Perception 10
Languages One language you know, but cannot speak.
CR 0
Traits
Psychic Shield. When the Psyclone is targeted with an attack of opportunity, its AC increases by 5.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Actions
Pulse. Ranged Attack Roll: +3, reach 30 ft. Hit: 1d6 + 2 Psychic damage and the target must make a Strength saving throw (DC 15) or be moved 5 feet toward or away from the Psyclone.
Telekinetic Shove. The Psyclone can telekinetically shove one creature it can see within 30 feet of yourself. The target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from the Psyclone.
Sweet Little Baby (Squallox)
Your companion is the most important thing in the world to you. You treat them more like a child than a pet or a tool and will not hesitate to sacrifice yourself for their sake. Your new familiar is a Squallox, an air spirit that excels outside of combat. They can become entirely transparent, making them excellent spies.
Squallox
Tiny Elemental, Unaligned
AC 12
HP 1
Speed 5 ft., fly 60 ft. (hover)
Mod | Save | ||
---|---|---|---|
STR | 6 | −2 | −2 |
DEX | 14 | +2 | +2 |
CON | 8 | −1 | −1 |
Mod | Save | ||
---|---|---|---|
INT | 8 | −1 | −1 |
WIS | 16 | +3 | +3 |
CHA | 6 | −2 | −2 |
Damage Immunities Force
Senses Darkvision 120 ft., Passive Perception 13
Languages --
CR 0
Traits
Flyby. The Squallox doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Actions
Gust. Ranged Attack Roll: +3, 60/120 ft. Hit: 1d6 + 2 Force damage.
Bonus Actions
Vapor. As a bonus action, the Squallox becomes invisible for 10 minutes. This effect ends early if the Squallox attacks, casts a spell, or takes damage.
Toxic Relationship (Putrescence)
The relationship between you and your companion is useful, but not particularly healthy. Your new familiar is a Putrescence with a corrosive aura that harms friend and foe alike. These creatures have also been known to explode when destroyed, spraying acid everywhere.
Putrescence
Tiny Elemental, Unaligned
AC 11
HP 1
Speed 35 ft.
Mod | Save | ||
---|---|---|---|
STR | 6 | −2 | −2 |
DEX | 12 | +1 | +1 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | −2 | −2 |
WIS | 12 | +1 | +1 |
CHA | 2 | −4 | −4 |
Damage Immunities Acid
Senses Darkvision 60 ft., Passive Perception 11
Languages --
CR 0
Traits
Putrid Aura. All creatures within 10 feet of the Putrescence take an additional 1d6 acid damage when they are hit with an attack.
Death Burst. When Putrescence dies, it explodes in a burst of acid. Each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Actions
Corrosive Touch. Melee Attack Roll: +3, reach 5 ft. Hit: 2d8 + 2 Necrotic damage.

Comments