Spirit Animal

Zamanora: Ballad of the Witch p. 95 (Homebrew)

Type
fey (spirit)
Alignment
neutral
AC
14
Hit Points
20 (5d8)
Speed
walk 40 ft. (Land), fly 60 ft. (Sky), swim 60 ft. (Water)
Saving Throws
Str +2, Dex +2, Con +2, Int -1, Wis +2, Cha +0
Resistances
Bludgeoning, Piercing, and Slashing
Immunities
Necrotic, Poison, Radiant; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 60 ft., Passive Perception 12
Passive Perception
12
Languages
Understands the languages you know
Challenge
0
STR
14
+2
DEX
14
+2
CON
15
+2
INT
8
−1
WIS
14
+2
CHA
11
+0

Traits

Proficiency Bonus

PB equals your Proficiency Bonus

Hit Points

4 + 4 x your ranger level. The spirit has a number of Hit Dice equal to your Ranger Level.

Armor Class

13 + Your Wisdom modifier.

Luminous Movement

The spirit can move through other creatures and objects as if they were Difficult Terrain. When it ends its movement in another creature's space, that creature must succeed on a Constitution saving throw against your spell save DC or become Blinded. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Spiritual Bond

Add your Proficiency Bonus to any ability check or saving throw the spirit makes.

Actions

Strike (Land or Sea)

Melee Weapon Attack: Bonus equals your spell attack modifier, reach 5 ft., onetarget. Hit: 1d8 + 2 plus your Wisdom modifier Radiant damage.

Shred (Sky)

Melee Weapon Attack: Bonus equal your spell attack modifier, reach 5 ft., one target. Hit: 1d6 + 2 plus your Wisdom modifier Radiant damage.

Other data

description