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
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.