Dungeons and Dragons Spells: Summon Bestial Spirit

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Details

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

  • You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block below. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

    The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

    Bestial Spirit
    Small beast, unaligned
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points equal the beast’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
    STR DEX CON INT WIS CHA
    18 (+4) 11 (+0) 16 (+3) 4 (−4) 14 (+2) 5 (−3)
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Amphibious (Water Only). The beast can breathe air and water.
    Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
    Actions
    Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
    Maul. Melee Weapon Attack: +4 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.


    Spell Lists. - Druid, Ranger