Animal Companions

Animal Companions

Allosaurus

Syrik Bestiary

Allosaurus Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 25 (3d10+9)
Speed: 55 ft

STR

17 +3

DEX

16 +3

CON

16 +3

INT

2 -4

WIS

12 +1

CHA

5 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +3
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the allosaurus would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+6 Piercing)
  • Claws: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+5 Slashing)

Improved Allosaurus

When the beast master gains access to the Improved Companion feature, their allosaurus gains the following benefits:
  • Its size is increased to large and the base damage on its bite is increased to 1d12.
  • The allosaurus gains the pounce feature (Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.)

Greater Allosaurus

When the beast master gains access to the Greater Companion feature, their allosaurus gains the following benefits:
  • The base damage on its bite is increased to 2d10, its reach is increased to 10 feet, and it gains the Grab feature, causing any creature hit by its Bite to become Grappled by the allosaurus.
  • The allosaurus gains the multiattack feature (When the allosaurus takes the attack action, it can make one bite and one claw attack.)
  • The base damage on its claws is increased to 1d8, and their natural armor improves from 11 + PB + Dex to 13 + PB + Dex.

Ankylosaurus

Syrik Bestiary

Ankylosaurus Companion

Medium beast (animal), any
Armor Class: 15+PB (Natural)
Hit Points: 28 (3d10+12)
Speed: 45 ft

STR

14 +2

DEX

12 +1

CON

18 +4

INT

2 -4

WIS

14 +2

CHA

8 -1

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +4, Perception +4
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the ankylosaurus would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

  • Tail: melee martial attack (+4 Atk, reach 5 ft., one target, 1d8+4 Bludgeoning and the target must make a Strength saving throw, DC 8 + PB + Strength modifier, or either be Shoved by the Ankylosaurus).

Improved Ankylosaurus

When the beast master gains access to the Improved Companion feature, their ankylosaurus gains the following benefits:
  • Its size is increased to large and the base damage on its tail is increased to 2d6.
  • The ankylosaurus gains the Staggering Charge feature:
  • Staggering Charge: If the ankylosaurus moves at least 20 feet straight toward a creature and then hits it with a tail attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be suffer from the Entangled condition until the end of the ankylosaurus’ next turn. If the target is Entangled, the ankylosaurus can make another attack with its tail against it as a bonus action.

Greater Ankylosaurus

When the beast master gains access to the Greater Companion feature, their ankylosaurus gains the following benefits:
  • The base damage on its tail is increased to 4d6, its reach is increased to 10 feet, and it gains the Stunning Blow feature:
  • Stunning Blow: A creature hit critically by the Tail attack of an ankylosaurus, suffers from the Stunned condition until the start of the Ankylosaurus’ next turn.
  • The ankylosaurus gains the multiattack feature (When the ankylosaurus takes the attack action, it can make two tail attacks.)
  • Their natural armor improves from 14 + PB + Dex to 16 + PB + Dex.

Ape

Syrik Bestiary

Ape Companion

Medium beast (animal), any
Armor Class: 13 + PB
Hit Points: 19 (3d8+6)
Speed: 35 ft , climb: 35 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +3
Languages: Vanaran

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+5 Piercing)
  • Fist: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+6 Bludgeoning)
  • Rock: ranged martial attack (+5 Atk, thrown 25/50 ft., one target, 1d6+3 Bludgeoning)

Improved Ape

When the beast master gains access to the Improved Companion feature, their ape gains the following benefits:
  • Its size is increased to large, and the reach on its Fist attack is increased to 10 feet.
  • The base damage on its bite is increased to 1d6, its fist is increased to 1d8, and its rock is increased to 1d8.
  • The natural armor of the ape improves from 11 + PB + Dex, to 12 + PB + Dex.

Greater Ape

When the beast master gains access to the Greater Companion feature, their ape gains the following benefits:
  • The base damage on its bite is increased to 1d10, its fist is increased to 1d12, and its rock is increased to 3d6.
  • The ape gains the multiattack feature (When the ape takes the attack action, it can make one bite and one fist attack, two fist attacks, or two rock attacks.)
  • The ape gains the rend feature (When the ape hits the same creature with both of its fist attacks in one turn, that creature suffers an additional 2d6 points of Slashing damage.)

Axe Beak

Syrik Bestiary

Axe Beak Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 19 (3d8+3)
Speed: 65 ft

STR

16 +3

DEX

16 +3

CON

12 +1

INT

3 -4

WIS

14 +2

CHA

7 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4
Languages: Chiripi

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.

Actions

ACTIONS

  • Beak: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+6 Slashing)
  • Talons: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+5 Slashing)

BONUS ACTIONS

  • Trampling Charge: If the axe beak moves at least 20 feet straight toward a creature and then hits it with a talons attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone. If the target is Prone, the axe beak can make another attack with its talons against it as a bonus action.

Improved Axe Beak

When the beast master gains access to the Improved Companion feature, their axe beak gains the following benefits:
  • The axe beak gains the sudden charge feature (As a bonus action, the axe beak can move up to its speed and make a single beak attack against a creature within reach at the end of this movement.)
  • The base damage on its talons is increased to 1d8, and its bite is increased to 2d6.
  • The natural armor of the axe beak improves from 11 + PB + Dex, to 13 + PB + Dex.

Greater Axe Beak

When the beast master gains access to the Greater Companion feature, their axe beak gains the following benefits:
  • The trampling charge ability is enhanced; any creature that fails against this ability must make a Constitution saving throw at the same DC, or suffer from the Stunned condition until the end of their next turn.
  • The axe beak gains the multiattack feature (When the axe beak takes the attack action, it can make one beak and one talons attack, or two talons’ attacks.)

Bear

Syrik Bestiary

Bear Companion

Medium beast (animal), any
Armor Class: 12 + PB
Hit Points: 25 (3d10+9)
Speed: 50 ft , climb: 40 ft

STR

18 +4

DEX

12 +1

CON

16 +3

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +4
Languages: Canine

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the bear would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check

Actions

  • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+8 Piercing. The target is Grappled.)
  • Claws: melee martial attack (+6 Atk, reach 5 ft., one target, 2d4+6 Slashing.)

Improved Bear

When the beast master gains access to the Improved Companion feature, their bear gains the following benefits:
  • Its size is increased to large, and the bear gains an additional 2 hit points for every hit dice the bear possesses.)
  • The base damage on its bite is increased to 1d8, its claw is increased to 1d10.
  • The natural armor of the bear improves from 11 + PB + Dex, to 12 + PB + Dex.

Greater Bear

When the beast master gains access to the Greater Companion feature, their bear gains the following benefits:
  • The base damage on its bite is increased to 1d10, and its claw is increased to 2d6.
  • The bear gains the multiattack feature (When the bear takes the attack action, it can make one bite and two claw attacks.)
  • The bear gains the aggressive feature (As a bonus action, the bear can take the dash action towards a hostile creature that it can see or smell.)

Boar

Syrik Bestiary

Boar Companion

Small beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 22 (3d8+9)
Speed: 45 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

3 -4

WIS

14 +2

CHA

7 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4
Languages: Suidaene

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the boar would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.
  • Charge: If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 1d6 points of Slashing damage. If the target is a creature, it must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone.
  • Relentless: If the boar takes damage equal to or less than its Constitution score, and this damage would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

  • Tusk: melee martial attack (+4 Atk, reach 5 ft., one target, 1d8+2 piercing)

Improved Boar

When the beast master gains access to the Improved Companion feature, their boar gains the following benefits:
  • Its size is increased to medium, and its tusk attack gains the spines feature (When the boar hits a creature with its tusk attack, that creature must make a Constitution saving throw, DC 8 + PB + Strength modifier, or suffer an additional die of damage and have their speed halved until the end of their next turn.)
  • The base damage on its tusk is increased to 1d10.
  • The natural armor of the boar improves from 13 + PB + Dex, to 14 + PB + Dex.

Greater Boar

When the beast master gains access to the Greater Companion feature, their boar gains the following benefits:
  • The base damage on its tusk is increased to 1d12.
  • The boar gains the multiattack feature (When the bear takes the attack action, it can make two tusk attacks.)
  • The boar’s size is increased to large, and it deals an additional 3d6 Slashing damage when it successfully uses its charge ability.

Camel

Syrik Bestiary

Camel Companion

Large beast (animal), any
Armor Class: 12 + PB
Hit Points: 22 (3d10+6)
Speed: 55 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4
Senses: Darkvision 60 ft.
Languages: Camelus

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the camel would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

ACTIONS

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+6 Piercing)
  • Hooves: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+5 Bludgeoning)
  • Spit: ranged martial attack (+4 Atk, range 20/60 ft., one target, 1d4+2 Acid)

BONUS ACTIONS

  • Trampling Charge: If the camel moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone. If the target is Prone, the camel can make another attack with its bite against it as a bonus action.

Improved Camel

When the beast master gains access to the Improved Companion feature, their camel gains the following benefits:
  • The camel gains the pack mule feature (The camel doubles it’s carrying capacity.)
  • The base damage on its hooves is increased to 1d8, and its bite is increased to 1d10.
  • The camels Spit attack improves (Whenever a creature is hit by the camels Spit attack, that creature must make Constitution saving throw, DC 10 + PB + Constitution modifier, or suffer from the Sickened condition for the next 5 rounds; a creature affected by this condition in this way receives a new save at the end of each of their turns to end this condition early.
  • The natural armor of the horse improves from 10 + PB + Dex, to 12 + PB + Dex.

Greater Camel

When the beast master gains access to the Greater Companion feature, their horse gains the following benefits:
  • The trampling charge ability is enhanced; any creature that fails against this ability must make a Constitution saving throw at the same DC, or suffer from the Stunned condition until the end of their next turn.
  • The camel gains the multiattack feature (When the camel takes the attack action, it can make one bite and one hooves attack, or two spit attacks.)

Constrictor Snake

Syrik Bestiary

Constrictor Snake Companion

Medium beast (animal), any
Armor Class: 13 + PB
Hit Points: 19 (3d8+6)
Speed: 40 ft , swim: 40 ft , climb: 30 ft

STR

18 +4

DEX

16 +3

CON

14 +2

INT

1 -5

WIS

12 +1

CHA

7 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +3
Senses: Heat Sense
Languages: Hassasshee

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Held Breath: A constrictor snake can hold their breath for ten times longer than normal.

Actions

ACTIONS

  • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+8 Piercing)
  • Constrict: melee martial attack (+6 Atk, reach 5 ft., one target, 1d8+6 Bludgeoning, and the target is Grappled.)

BONUS ACTIONS

  • Heat Sense: The constrictor snake can as a bonus action, flick their tongue to sense the heat of those close by, until the start of their next turn, they can detect the presence of, and pinpoint the location of any warm-blooded creature or object that gives off heat within 30 feet of them. This heat sense does not penetrate barriers that are 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Improved Constrictor Snake

When the beast master gains access to the Improved Companion feature, their constrictor snake gains the following benefits:
  • Its size is increased to large and the base damage on its bite is increased to 1d12; additionally, while a target is Grappled by the constrictor snakes Constrict ability, that creature is considered Restrained.
  • The constrictor snake gains the tighten grip feature (Tighten Grip. A creature that starts its turn Grappled by the constrictor snake suffers the constrictor snakes Constrict damage.)
  • The constrictor snake’s natural armor improves from 10 + PB + Dex to 12 + PB + Dex.

Greater Constrictor Snake

When the beast master gains access to the Greater Companion feature, their constrictor snake gains the following benefits:
  • The base damage on their constrict is increased to 1d12, and its bite’s damage is increased to 2d8 and gains a of 10 feet.
  • The constrictor snake gains the multiattack feature (When the constrictor snake takes the attack action, it can make one bite and one constrict attack.)

Crocodile

Syrik Bestiary

Crocodile Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 25 (3d10+9)
Speed: , swim: 40 ft

STR

18 +4

DEX

14 +2

CON

16 +3

INT

2 -4

WIS

12 +1

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Stealth +4
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Held Breath: A crocodile can hold their breath for ten times longer than normal.
  • Keen Smell: Whenever the crocodile would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

  • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d8+8 Piercing and the target is Grappled.)
  • Tail Swipe: melee martial attack (+6 Atk, reach 5 ft., one target, 1d8+6 Bludgeoning and the target must make a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone. The crocodile cannot target a creature they have Grappled with this attack.)

Improved Crocodile

When the beast master gains access to the Improved Companion feature, their crocodile snake gains the following benefits:
  • Its size is increased to large and the base damage on its bite is increased to 1d12; additionally, while a target is Grappled by the crocodiles Constrict ability, that creature is considered Restrained.
  • The crocodile gains the death roll feature (Death Roll. While grappling a creature, the crocodile can as an action make a Death Roll attack against their grappled target. This attack automatically deals the crocodiles bite damage to the target, and the target must make a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked prone and lose 1d4 rounds of breath, if the target is holding their breath.
  • The crocodile’s natural armor improves from 12 + PB + Dex to 14 + PB + Dex.

Greater Crocodile

When the beast master gains access to the Greater Companion feature, their crocodile gains the following benefits:
  • The base damage on their bite is increased to 2d10 and it gains a reach of 10 feet, and their Tail Swipe damage is increased to 1d12.
  • The crocodile gains the multiattack feature (When the crocodile takes the attack action, it can make one bite and one tail swipe attack, or two bite attacks. The crocodile can replace one of these attacks with a Death Roll attack.)

Deinonychus

Syrik Bestiary

Deinonychus Companion

Small beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 19 (3d8+6)
Speed: 65 ft

STR

14 +2

DEX

16 +3

CON

14 +2

INT

4 -3

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Acrobatics +5, Perception +4, Stealth +5
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the deinonychus would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.
  • Pack Tactics: The deinonychus has advantage on attack rolls against a creature if at least one of the deinonychus’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+5 Piercing)
  • Claws: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+4 Slashing)
  • Talons: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+4 Slashing)

Improved Deinonychus

When the beast master gains access to the Improved Companion feature, their deinonychus gains the following benefits:
  • Its size is increased to medium and the base damage on its bite is increased to 1d8.
  • The deinonychus gains the pounce feature (Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a talon attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Dexterity modifier, or be knocked prone. If the target is prone, the deinonychus can make one bite or talons attack against it as a bonus action.)

Greater Deinonychus

When the beast master gains access to the Greater Companion feature, their allosaurus gains the following benefits:
  • The base damage on its claws is increased to 1d6, and its talons base damage is increased to 1d12.
  • The deinonychus gains the multiattack feature (When the deinonychus takes the attack action, it can make one bite, one claw, and one talons attack.)
  • Their natural armor improves from 11 + PB + Dex to 13 + PB + Dex.

Electric Eel

Syrik Bestiary

Electric Eel Companion

Small beast (animal), any
Armor Class: 14 + PB (Unarmored)
Hit Points: 25 (3d8+12)
Speed: 10 ft , swim: 40 ft

STR

13 +1

DEX

16 +3

CON

18 +4

INT

1 -5

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Acrobatics +5, Perception +4, Stealth +5.
Damage Resistances: Lightning
Languages: Squal

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Held Breath: A electric eel can hold their breath for ten times longer than normal.
  • Lightning Resistance: The electric eel is resistant to Lightning damage.
  • Slippery: The electric eel has Advantage on ability checks and saving throws made to resist being Held.
  • Water Dependency: An electric eel can survive out of water for a number of hours equal to their Constitution score. Beyond this limit, the electric eel runs the risk of suffocation as if they were drowning.

Actions

ACTIONS

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+4 Piercing)
  • Zap: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4 Lightning.)
  • Discharge: The electric eel can as an action let discharge a heavy voltage of its electricity within the water while submerged. All creatures within 5 feet of the electric when this occurs must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer 1d4 points of Lightning damage.

BONUS ACTIONS

  • Leap: The electric eel can leap up to double its strength score vertically, or triple its strength score horizontally. It can do so using their Swim speed while beginning the leap in water.

Improved Electric Eel

When the beast master gains access to the Improved Companion feature, their electric eel gains the following benefits:
  • The base damage on its bite is increased to 1d8, and the base damage on their Zap and Discharge ability is increased to 1d8.
  • The electric eel improves their Leap ability, causing their next Zap attack made on the same turn as their Leap to deal an additional dice worth of damage. The electric eels Discharge ability triggers at the height of the Leap ability.)

Greater Electric Eel

When the beast master gains access to the Greater Companion feature, their electric eel gains the following benefits:
  • The base damage on their zap is increased to 1d12, and the electric eel’s natural armor improves from 11 + PB + Dex to 13 + PB + Dex.
  • The electric eel’s Discharge ability improves, causing those that fail their save to suffer from the Stunned condition for 1 round, and those that succeed on their save to instead suffer half damage.
  • The electric eel gains the multiattack feature (When the electric eel takes the attack action, it can make one bite and one zap attack, or two bite attacks.)

Giant Badger

Syrik Bestiary

Giant Badger Companion

Small beast (animal), any
Armor Class: 15+PB (Natural)
Hit Points: 16 ( 3d6+6)
Speed: 35 ft , burrow: 15 ft

STR

14 +2

DEX

16 +3

CON

14 +2

INT

2 -4

WIS

14 +2

CHA

8 -1

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Intimidation +1, Perception +4
Senses: Darkvision 60 ft.
Languages: Sqree

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the badger would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

ACTIONS

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+5 Piercing)
  • Claws: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+4 Slashing)

REACTIONS

  • Blood Rage: When the badger is damaged in combat, it can as reaction fly into a rage. Gaining a +2 bonus on all damage rolls for the next minute, or until it voluntarily ends its rage as a bonus action. If the badger does not attack or take damage by the end of its next turn, the blood rage ends early.

Improved Giant Badger

When the beast master gains access to the Improved Companion feature, their giant badger gains the following benefits:
  • Its size is increased to medium; it applies both its Strength modifier and Charisma modifier on Intimidate checks, and its bite attack gains the grab feature (When the badger hits a creature with its bite attack, that creature becomes grappled by the badger.)
  • The base damage on its bite is increased to 1d8, its claw is increased to 1d6.
  • When the badger enters into a Blood Rage, the badger becomes resistant to all Physical damage for the duration of the Blood Rage.

Greater Giant Badger

When the beast master gains access to the Greater Companion feature, their giant badger gains the following benefits:
  • The base damage on its bite is increased to 1d10, and its claw is increased to 1d12.
  • The giant badger gains the multiattack feature (When the giant badger takes the attack action, it can make one bite and one claw attack, or two claw attacks.)
  • The giant badger’s blood rage is enhanced. They deal 5 additional damage when in a blood rage instead of 2, and should the giant badger be reduced to 0 hit points while in this rage, they can end the blood rage early to instead be dropped to 1 hit point.
  • The natural armor of the giant badger improves from 12 + PB + Dex, to 14 + PB + Dex.

Giant Bat

Syrik Bestiary

Giant Bat Companion

Medium beast (animal), any
Armor Class: 14 + PB (Unarmored)
Hit Points: 19 (3d8+6)
Speed: 20 ft , fly: 50 ft

STR

12 +1

DEX

18 +4

CON

14 +2

INT

2 -4

WIS

16 +3

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Perception +5, Stealth +6
Senses: Blindsight 60 ft.
Languages: Sqree

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Echolocation: The giant bat cannot use its Blindsight while Deafened.
  • Keen Hearing: Whenever the giant bat would make a Wisdom (Perception) or Wisdom (Survival) check to using their sense of hearing, they receive Advantage on the check.

Actions

  • • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+5 Piercing)

Improved Giant Bat

When the beast master gains access to the Improved Companion feature, their giant bat gains the following benefits:
  • Its size is increased to large, gaining a +2 increase to their Strength score.
  • The giant bat gains the blood drain feature:
  • Blood drain: Whenever the giant bat successfully hits a creature for the first time in combat with a bite attack the giant bat gains Temporary Hit Points equal to that creature’s HD.
  • The giant bat gains the flyby feature:
  • Flyby: The giant bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Greater Giant Bat

When the beast master gains access to the Greater Companion feature, their giant bat gains the following benefits:
  • The base damage on its bite is increased to 1d12.
  • The giant bat can carry a rider and fly, so long as they are not in a medium or heavy load. They cannot effectively fight while flying with a rider, losing their Flyby feature so long as they are mounted.
  • The giant bat improves their Blood Drain feature:
  • Whenever they use this feature, they are healed for a number of Hit Points equal to the target’s Constitution modifier, if positive.

Giant Centipede

Syrik Bestiary

Giant Centipede Companion

Small beast (vermin), any
Armor Class: 14 + PB (Unarmored)
Hit Points: 19 (3d8+6)
Speed: 30 ft , climb: 30 ft

STR

12 +1

DEX

18 +4

CON

14 +2

INT

1 -5

WIS

14 +2

CHA

5 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Perception +4, Stealth +6
Senses: Darkvision 60 ft.
Languages: Tikri

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.

Actions

  • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+5 Piercing and the target must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer 1d6 Poison damage, if this poison damage reduces the target to 0 hit points, the target is stable, but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.)
  • Tail Slap: melee martial attack (+3 Atk, reach 5 ft., one target, 1d4+1 Slashing and the target must make a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone.)

Improved Giant Centipede

When the beast master gains access to the Improved Companion feature, their giant centipede gains the following benefits:
  • Its size is increased to medium, its bite damage is increased to 1d8, and its tail slap damage is increased to 1d8.
  • The giant centipede’s venom is improved, it now deals 3d6 points of Poison damage instead of 1d6 Poison damage.
  • The giant centipede’s natural armor improves from 10 + PB + Dex to 12 + PB + Dex.

Greater Giant Centipede

When the beast master gains access to the Greater Companion feature, their giant centipede gains the following benefits:
  • Its size is increased to large, gaining a +4 increase to their Strength score.
  • The giant centipede’s venom now deals 6d6 points of Poison damage, instead of 3d6 Poison damage.
  • The giant centipede’s tail slap attack now deals 1d12 damage.
  • The giant centipede gains the multiattack feature (When the giant centipede takes the attack action, it can make one bite and one tail slap attack.)

Giant Crab

Syrik Bestiary

Giant Crab Companion

Small beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 28 (3d10+12)
Speed: 30 ft , swim: 30 ft

STR

18 +4

DEX

12 +1

CON

18 +4

INT

1 -5

WIS

14 +2

CHA

5 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +4, Stealth +3
Languages: Tikri

  • Amphibious: A giant crab can breathe both air and water.
  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.

Actions

  • Claw: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+5 Bludgeoning and the target is Grappled. The crab has two claws, each of which can grapple only one target.)

Improved Giant Crab

When the beast master gains access to the Improved Companion feature, their giant crab gains the following benefits:
  • Its size is increased to medium; its claw damage is increased to 1d8.
  • The giant crab gains the Clenching Grip feature:
  • Clenching Grip: Whenever a creature starts their turn Grappled by the giant crab, that creature suffers the giant crab’s claw damage, a creature Grappled by a giant crab’s claw attack is considered Restrained for as long as they are Grappled in this way.
  • The giant crab’s natural armor improves from 13 + PB + Dex to 16 + PB + Dex.

Greater Giant Crab

When the beast master gains access to the Greater Companion feature, their giant crab gains the following benefits:
  • Its size is increased to large; its claw damage is increased to 1d12, and gains a reach of 10 feet.
  • The giant crab gains the multiattack feature (When the giant crab takes the attack action, it can make two claw attacks.)
  • The giant crab gains the Scuttle ability:
  • Scuttle: As a bonus action, the giant crab can take the Dash or Disengage action.

Giant Lizard

Syrik Bestiary

Giant Lizard Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 22 (3d8+9)
Speed: 35 ft , swim: 35 ft , climb: 35 ft

STR

16 +3

DEX

16 +3

CON

16 +3

INT

2 -4

WIS

14 +2

CHA

4 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4
Senses: Darkvision 30 ft.
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the giant lizard would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+6 Piercing and the target must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer 1d6 Poison damage and the Bleeding (1d4) condition.)

Improved Giant Lizard

When the beast master gains access to the Improved Companion feature, their giant lizard gains the following benefits:
  • Its size is increased to large and the base damage on its bite is increased to 1d12.
  • The giant lizard gains the Intimidating Charge feature
  • Intimidating Charge: As a bonus action, the giant lizard can hiss ferociously and extend its neck frills or move in a way that is most intimidating, darting forward on its hind legs. The giant lizard gains a +20-foot increase to their movement speed until the end of their turn; additionally, the first attack they make after this ability is used causes the target of the attack to make a Wisdom saving throw, DC 8 + PB + Strength modifier, or gain a level of Fear.

Greater Giant Lizard

When the beast master gains access to the Greater Companion feature, their giant lizard gains the following benefits:
  • The base damage on its bite is increased to 2d10, its reach is increased to 10 feet, and its venom is improved, causing the Poison damage to increase from 1d6 Poison damage to 3d6 Poison damage, and the Bleeding condition to increase to Bleeding (1d6).
  • The giant lizard gains the multiattack feature (When the giant lizard takes the attack action, it can make one two bite attacks.)
  • The giant lizard’s natural armor improves from 11 + PB + Dex to 13 + PB + Dex.

Giant Rat

Syrik Bestiary

Giant Rat Companion

Medium beast (animal), any
Armor Class: 13 + PB (Unarmored)
Hit Points: 19 (3d8+6)
Speed: 40 ft , burrow: 20 ft , swim: 30 ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

4 -3

WIS

16 +3

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Perception +5, Stealth +5
Senses: Darkvision 60 ft.
Languages: Sqree

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the giant rat would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.
  • Pack Tactics: The giant rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+4 Piercing. If the target is a creature, they must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer from the Sickened condition for 1d3 rounds.)

Improved Giant Rat

When the beast master gains access to the Improved Companion feature, their giant rat gains the following benefits:
  • Its size is increased to large, and it gains the squeeze ability.
  • Squeeze: The giant rat can squish its body into abnormal positions, allowing it to fit through cracks and crevices that would normally entrap a creature of a similar size. The rat can squeeze through a space no smaller than 1/10th of its own body mass without issue.
  • The base damage on its bite is increased to 1d10
  • The natural armor of the giant rat improves from 10 + PB + Dex, to 12 + PB + Dex.

Greater Giant Rat

When the beast master gains access to the Greater Companion feature, their giant rat gains the following benefits:
  • The base damage on its bite is increased to 2d8.
  • The giant rat gains the puncture feature.
  • Puncture: When the giant rat successfully hits a creature with an armor class equal to or greater than 18, it can make an additional bite attack against that creature as a bonus action, if this attack hits that creatures armor class is lowered by two until the end of the giant rat’s next turn. Additionally, a giant rat’s bite attack ignores 5 points of an objects Hardness when determining if they can damage an object or not.)
  • The giant rat is able to hold and manipulate small objects, they can utilize potions, open backpacks, hold small objects, even small weapons such as daggers with their paws, although they cannot use them effectively. This allows them to perform the Use an Object action to manipulate objects or perform simple tasks with objects such as opening a door.

Giant Scorpion

Syrik Bestiary

Giant Scorpion Companion

Medium beast (vermin), any
Armor Class: 14+PB (Natural)
Hit Points: 25 (3d10+9)
Speed: 45 ft

STR

14 +2

DEX

14 +2

CON

16 +3

INT

1 -5

WIS

14 +2

CHA

5 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +4, Stealth +4
Senses: Blindsight 60 ft.
Languages: Chitterling

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.

Actions

  • Claw: melee martial attack (+4 Atk, reach 5 ft., one target, 1d6+4 Bludgeoning and the target is Grappled. The scorpion has two claws, each of which can grapple only one target.)
  • Sting: melee martial attack (+4 Atk, reach 5 ft., one target, 1d6+3 Piercing and the target must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer 1d10 Poison damage, half as much on success.)

Improved Giant Scorpion

When the beast master gains access to the Improved Companion feature, their giant scorpion gains the following benefits:
  • Its size is increased to large, its claw damage is increased to 1d8, and its sting damage is increased to 1d10.
  • The giant scorpion’s venom is improved, it now deals 2d10 points of Poison damage instead of 1d10 Poison damage.
  • The giant scorpion’s natural armor improves from 12 + PB + Dex to 14 + PB + Dex.

Greater Giant Scorpion

When the beast master gains access to the Greater Companion feature, their giant scorpion gains the following benefits:
  • The giant scorpion’s venom now deals 4d10 points of Poison damage, instead of 2d10 Poison damage.
  • The giant scorpion gains the Clenching Grip feature:
  • Clenching Grip: Whenever a creature starts their turn Grappled by the giant scorpion, that creature suffers the giant scorpion’s claw damage, a creature Grappled by a giant scorpion’s claw attack is considered Restrained for as long as they are Grappled in this way.
  • The giant scorpion gains the multiattack feature (When the giant scorpion takes the attack action, it can make two attacks with its claws and one with its sting attack.)

Giant Snail

Syrik Bestiary

Giant Snail Companion

Medium beast (vermin), any
Armor Class: 14+PB (Natural)
Hit Points: 25 (3d8+12)
Speed: 30 ft , climb: 30 ft

STR

18 +4

DEX

19 +4

CON

18 +4

INT

1 -5

WIS

12 +1

CHA

5 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +4, Stealth +4
Senses: Blindsight 20 ft., Darkvision 60 ft.
Languages: Blipblop

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Salt Vulnerability: A giant snail is vulnerable to Salt and similar such compounds. They suffer damage from a flask of salt as if it were a flask of acid, and larger surfaces of salt as if it were lava.
  • Suction: A giant snail adheres to surfaces while climbing, even perfectly sheer ones and ceilings with no chance of the giant snail of falling off unless they are actively Held and peeled away from the surface. The giant snail is still capable of moving along these surfaces while suctioned in this way.

Actions

  • Globule: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+8 Bludgeoning and 1d4 Acid damage.)
  • Acid Spit: ranged martial attack (+2 Atk, range 30/90 ft., one target, 1d10 Acid damage.)
  • Retraction: A giant snail can as an action enter its shell. While in their shell, the giant snail has a movement speed of 0 ft., but gains a +4 bonus to their Armor Class. They can exit their shell as an action.

Improved Giant Snail

When the beast master gains access to the Improved Companion feature, their giant snail gains the following benefits:
  • Its size is increased to large; its globule damage is increased to 1d8 bludgeoning and 1d6 acid damage, and its acid spit damage is increased to 2d10.
  • The giant snail gains the Swift Retraction feature:
  • Swift Retraction: The giant snail can use its Retraction ability as a reaction to being subjected to an attack, and can leave its shell as a bonus action.
  • The giant snail’s natural armor improves from 14 + PB + Dex to 16 + PB + Dex.

Greater Giant Snail

When the beast master gains access to the Greater Companion feature, their giant snail gains the following benefits:
  • The giant snail’s globule now deals 1d8 points of Acid damage, and 1d10 points of Bludgeoning damage. The giant snail’s acid spit attack now deals 3d10 points of acid damage.
  • The giant snail gains the Mucus Trail feature:
  • Mucus Trail: The giant snail can as a bonus action choose to leave a trail of mucus behind it as it moves. Until the end of the giant snails turn after activating this ability, each grounded space that the giant snail leaves gains a mucus coating that is both slimy and sticky. A creature that enters or ends their turn within a mucus coated space must make a Dexterity saving throw, DC 8 + PB + Constitution modifier, or fall prone, a failure by 5 or more results in the target becoming Grappled by the mucus coating (DC 8 + PB + Constitution modifier) to break free as an action Success or failure, this mucus coating is considered Difficult Terrain. A mucus coating subjected to fire damage is instantly removed, but protects the surface as if it were fire-resistant.
  • The giant snail gains the multiattack feature (When the giant snail takes the attack action, it can make two attacks with its tongue, or one attack with its tongue and one attack with its acid spit attack.)

Giant Spider

Syrik Bestiary

Giant Spider Companion

Medium beast (vermin), any
Armor Class: 14 + PB (Unarmored)
Hit Points: 14 ( 2d10+3)
Speed: 45 ft , climb: 45 ft

STR

14 +2

DEX

18 +4

CON

12 +1

INT

2 -4

WIS

14 +2

CHA

4 -3

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +4, Perception +4, Stealth +6
Senses: Blindsight 10 ft., Darkvision 60 ft.
Languages: Chitterling

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Spider Climb: The giant spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

  • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+5 Piercing and the target must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer 2d8 Poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.)
  • Web (Recharge 5-6): melee martial attack (+6 Atk, reach 5 ft., one target, The target is restrained by webbing. As an action, the restrained target can make a Strength check, DC 8 + PB + Constitution modifier, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10 + PB; hp 6 + 3 per HD above 3; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).)

Improved Giant Spider

When the beast master gains access to the Improved Companion feature, their giant spider gains the following benefits:
  • Its size is increased to large; its bite damage is increased to 1d8.
  • The giant spider’s venom is improved, it now deals 3d8 points of Poison damage instead of 2d8 Poison damage.
  • The giant spider gains the Webspinner feature of the Ettercap race; however, they can only use this ability a number of times equal to their Constitution modifier.

Greater Giant Spider

When the beast master gains access to the Greater Companion feature, their giant spider gains the following benefits:
  • The giant spider’s venom now deals 4d8 points of Poison damage, and their bite now deals 1d10 points of damage. The giant spider’s web ability now recharges on a 4, 5, or 6 on the die.
  • The giant spider’s Webspinner feature improves, allowing them to use it a number of times equal to half of their Constitution score.
  • The giant spider gains the multiattack feature (When the giant spider takes the attack action, it can make two attacks with its bite, or one attack with its bite and one with its Web ability.)

Giant Weasel

Syrik Bestiary

Giant Weasel Companion

Small beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 16 ( 3d6+6)
Speed: 40 ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

4 -3

WIS

14 +2

CHA

8 -1

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +3, Stealth +5
Senses: Darkvision 60 ft.
Languages: Sqree

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Hearing and Smell: Whenever the giant weasel would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of hearing or smell, they receive Advantage on the check.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 2d4+4 Piercing. The target is grappled.)

Improved Giant Weasel

When the beast master gains access to the Improved Companion feature, their giant weasel gains the following benefits:
  • Its size is increased to medium, and its bite attack gains the blood drain feature (When the weasel hits a creature with its bite attack, that creature suffers an additional 1d6 points of Bleed damage and gains the Bleeding (1d6) condition.)
  • The base damage on its bite is increased to 1d10. The giant weasel has Advantage on checks made to maintain their Grapple.
  • The natural armor of the giant weasel improves from 11 + PB + Dex, to 13 + PB + Dex.

Greater Giant Weasel

When the beast master gains access to the Greater Companion feature, their giant weasel gains the following benefits:
  • The base damage on its bite is increased to 2d8.
  • The giant weasel gains the shred feature (When the giant weasel successfully grapples a creature, it can make an additional bite attack against that creature as a bonus action.)
  • The giant weasel deals an additional 1d6 points of bleed damage with their blood drain feature, the Bleeding condition increases to (1d8), and a creature hit by their bite is restrained.
  • Forced Movement does not break a giant weasel’s Grapple, instead it allows the grappled creature a new roll to escape the grapple, at Advantage.

Horse

Syrik Bestiary

Horse Companion

Large beast (animal), any
Armor Class: 12 + PB (Unarmored)
Hit Points: 22 (3d10+6)
Speed: 70 ft

STR

18 +4

DEX

14 +2

CON

14 +2

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +4
Languages: Equine

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Hearing: Whenever the horse would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of hearing, they receive Advantage on the check.

Actions

ACTIONS

  • Bite: melee martial attack (+6 Atk, reach 5 ft., one target, 1d4+6 Piercing)
  • Hooves: melee martial attack (+6 Atk, reach 5 ft., one target, 2d4+8 Bludgeoning)

BONUS ACTIONS

  • Trampling Charge: If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone. If the target is Prone, the horse can make another attack with its hooves against it as a bonus action.

Improved Horse

When the beast master gains access to the Improved Companion feature, their horse gains the following benefits:
  • The horse gains the pack mule feature (The horse doubles it’s carrying capacity.)
  • The base damage on its hooves is increased to 2d6, and its bite is increased to 1d6.
  • The natural armor of the horse improves from 10 + PB + Dex, to 12 + PB + Dex.

Greater Horse

When the beast master gains access to the Greater Companion feature, their horse gains the following benefits:
  • The trampling charge ability is enhanced; any creature that fails against this ability must make a Constitution saving throw at the same DC, or suffer from the Stunned condition until the end of their next turn.
  • The horse gains the sprint feature:
  • Sprint: The horse can take the Dash action as a bonus action.
  • The horse gains the multiattack feature (When the horse takes the attack action, it can make one bite and one hooves attack, or two hooves’ attacks.)

Moose

Syrik Bestiary

Moose Companion

Large beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 25 (3d10+9)
Speed: 60 ft

STR

18 +4

DEX

12 +1

CON

16 +3

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +4
Languages: Cervidaese

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Hearing: Whenever the horse would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of hearing, they receive Advantage on the check.

Actions

ACTIONS

  • Gore: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+8 Piercing)
  • Hooves: melee martial attack (+6 Atk, reach 5 ft., one target, 2d4+6 Bludgeoning)

BONUS ACTIONS

  • Trampling Charge: If the moose moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone. If the target is Prone, the moose can make an attack with its hooves against it as a bonus action.

Improved Moose

When the beast master gains access to the Improved Companion feature, their moose gains the following benefits:
  • The moose gains the pack mule feature (The horse doubles it’s carrying capacity.)
  • The base damage on its hooves is increased to 2d6, and its bite is increased to 1d12.
  • Whenever the moose uses its Trampling Charge feature, a creature hit by the gore attack suffers an additional two dice worth of damage.

Greater Moose

When the beast master gains access to the Greater Companion feature, their moose gains the following benefits:
  • The trampling charge ability is enhanced; any creature that fails against this ability must make a Constitution saving throw at the same DC, or suffer from the Stunned condition until the end of their next turn.
  • The natural armor of the moose improves from 12 + PB + Dex, to 14 + PB + Dex.
  • The moose gains the multiattack feature (When the moose takes the attack action, it can make one gore and one hooves attack, or two hooves’ attacks.)

Octopus

Syrik Bestiary

Octopus Companion

Small beast (animal), any
Armor Class: 13 + PB (Unarmored)
Hit Points: 19 (3d10+3)
Speed: 25 ft , swim: 45 ft

STR

16 +3

DEX

16 +3

CON

12 +1

INT

4 -3

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4, Stealth +5.
Senses: Darkvision 60 ft.
Languages: Squal

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Underwater Camouflage: The octopus has Advantage on Dexterity (Stealth) checks made while underwater.
  • Water Breathing: An octopus can breathe only water.
  • Water Dependency: An octopus can survive out of water for a number of hours equal to their modifier (minimum 1 hour). Beyond this limit, the octopus runs the risk of suffocation as if they were drowning.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+5 Piercing and the target must make a Constitution saving throw, DC 8 + PB + Constitution modifier, or suffer 1d8 Poison damage and from the Fatigued condition for 1 minute, receiving a new save at the end of each of their turns to end this effect early. A successful save negates the condition and halves the damage.)
  • Tentacles: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+6 Bludgeoning and the target is Grappled.)

Improved Octopus

When the beast master gains access to the Improved Companion feature, their octopus gains the following benefits:
  • The base damage on its bite is increased to 1d6, and the base damage on their Tentacles ability is increased to 1d10.
  • The octopus gains the Clenching Grip feature:
  • Clenching Grip: Whenever a creature starts their turn Grappled by the octopus, that creature suffers the octopus’ tentacle damage, a creature Grappled by an octopus’ tentacle attack is considered Restrained for as long as they are Grappled in this way.
  • The octopus gains the Ink Cloud feature:
  • Ink Cloud (Recharges after a Short or Long Rest): The octopus can as a bonus action release a 20-foot-radius cloud of ink that extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a part of this action.
  • The octopus’ venom on their bite improves, it now deals 2d8 points of Poison damage.

Greater Octopus

When the beast master gains access to the Greater Companion feature, their octopus gains the following benefits:
  • The base damage on their bite is increased to 1d8, and the octopus’ natural armor improves from 10 + PB + Dex to 12 + PB + Dex.
  • The octopus’s venom on their bite attack improves, it now deals 4d8 points of Poison damage, and the condition it causes Shakened condition in addition to the Fatigued condition on a failed save.
  • The octopus gains the multiattack feature (When the octopus takes the attack action, it can make one bite and one tentacle attack, or three tentacle attacks.)

Owl

Syrik Bestiary

Owl Companion

Small beast (animal), any
Armor Class: 14 + PB (Unarmored)
Hit Points: 16 ( 3d6+6)
Speed: 10 ft , fly: 60 ft

STR

12 +1

DEX

18 +4

CON

14 +2

INT

3 -4

WIS

14 +2

CHA

7 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Perception +4, Stealth +6
Senses: Darkvision 120 ft.
Languages: Chiripi

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Flyby: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Keen Hearing and Sight: Whenever the owl would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of hearing or sight, they receive Advantage on the check.

Actions

  • Talons: melee martial attack (+6 Atk, reach 5 ft., one target, 1d8+5 Piercing)

Improved Owl

When the beast master gains access to the Improved Companion feature, their owl gains the following benefits:
  • Its size is increased to medium, gaining a +2 increase to their Strength score.)
  • The owl gains the Piercing Gaze and Rend features:
  • Piercing Gaze (Recharge 5-6): As an action, the owl can glare at a creature within 60 feet that they can see. That creature must make a Charisma saving throw, DC 8 + PB + Wisdom modifier, or suffer 2d8 points of Psychic damage, half on success. An owl can see invisible creatures as if they had cast See Invisibility on themselves until the end of their next turn.
  • Rend: Whenever the owl successfully hits a creature with a talons attack, it can use its reaction to make a free talons attack against the same creature.

Greater Owl

When the beast master gains access to the Greater Companion feature, their owl gains the following benefits:
  • Its size is increased to large, gaining a +4 increase to their Strength score.)
  • The base damage on its talons is increased to 2d6.
  • The owl can carry a rider and fly, so long as they are not in a medium or heavy load. They cannot effectively fight while flying with a rider, losing their Flyby feature so long as they are mounted.
  • The owl gains the multiattack feature (When the owl takes the attack action, it can make two attacks with its talons, or one attack with its talons and one with its piercing gaze ability.)

Panther

Syrik Bestiary

Panther Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 19 (3d8+6)
Speed: 55 ft , swim: 35 ft , climb: 45 ft

STR

16 +3

DEX

16 +3

CON

14 +2

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Stealth +5
Senses: Darkvision 60 ft.
Languages: Feline

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Senses: Whenever the panther would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of hearing, smell, or sight, they receive Advantage on the check.

Actions

ACTIONS

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+3 piercing)
  • Claw: melee martial attack (+5 Atk, reach 5 ft., one target, 1d4+3 slashing)

BONUS ACTIONS

  • Pounce: If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 8 + Proficiency + Dexterity modifier Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Improved Panther

When the beast master gains access to the Improved Companion feature, their panther gains the following benefits:
  • Its size is increased to large, and its bite attack gains the Grab feature:
  • Grab: When the panther hits a creature with its bite attack, that creature becomes Grappled by the panther.
  • The base damage on its bite is increased to 1d10, its claw is increased to 1d8.
  • The panther gains the Rake feature:
  • Rake: Whenever the panther successfully grapples a creature, it can use its reaction to make a free claw attack against the grappled creature.

Greater Panther

When the beast master gains access to the Greater Companion feature, their panther gains the following benefits:
  • The base damage on its bite is increased to 1d12, and its claw is increased to 1d10.
  • The panther gains the multiattack feature (When the panther takes the attack action, it can make one bite and one claw attack, or two claw attacks.)
  • The panther’s rake feature is enhanced; whenever they use this feature, they receive two free claw attacks instead of one.

Shark

Syrik Bestiary

Shark Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 22 (3d8+9)
Speed: 10 ft , swim: 55 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4.
Senses: Bloodscent 1 mile.
Languages: Squal

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Bloodscent: Whenever the shark would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell to detect blood, they receive Advantage on the check, and ignore distance penalties up to 1 mile away, at which point they apply as normal.
  • Water Breathing: A shark can breathe only water.
  • Water Dependency: A shark can survive out of water for a number of minutes equal to their Constitution score. Beyond this limit, the reef shark runs the risk of suffocation as if they were drowning.

Actions

ACTIONS

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+6 Piercing. The target is Grappled.)

REACTIONS

  • No Escape: When a creature exits the shark’s threatened area, it can use its reaction to make a single Bite attack against that creature.

Improved Shark

When the beast master gains access to the Improved Companion feature, their Shark gains the following benefits:
  • The base damage on its bite is increased to 1d10, and the shark gains the Rip and Tear feature:
  • Rip and Tear: As a bonus action while grappling a creature or holding an object in their mouth, the shark can make a bite attack against their target; should this attack hit it deals an additional die of damage.
  • The shark gains the Blood Frenzy feature:
  • Blood Frenzy: The shark has Advantage on all melee attack rolls made against a creature that is below their maximum Hit Points, or is suffering from maximum HP loss.

Greater Shark

When the beast master gains access to the Greater Companion feature, their shark gains the following benefits:
  • The base damage on their bite is increased to 1d12, and the shark’s natural armor improves from 12 + PB + Dex to 14 + PB + Dex.
  • The shark gains the Choke feature:
  • Choke (Recharge 4-6): The shark can use its bonus action to choke the life out of a creature it has grappled that is holding its breath. That creature loses 1d4 rounds of breath.
  • The shark gains the multiattack feature (When the shark takes the attack action, it can make two bite attacks.)

Snapping Turtle

Syrik Bestiary

Snapping Turtle Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 25 (3d8+12)
Speed: 35 ft , swim: 45 ft

STR

16 +3

DEX

12 +1

CON

18 +4

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +5, Perception +4, Stealth +3
Languages: Sauric

  • Amphibious: A snapping turtle can breathe both air and water.
  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+6 Piercing and the target is Grappled.)
  • Retraction: A snapping turtle can as an action enter its shell. While in their shell, the snapping turtle has a movement speed of 0 ft., but gains a +4 bonus to their Armor Class. They can exit their shell as an action.

Improved Snapping Turtle

When the beast master gains access to the Improved Companion feature, their snapping turtle gains the following benefits:
  • Its size is increased to large; its bite damage is increased to 1d8.
  • The snapping turtle gains the Shellshock feature:
  • Shellshock: While in their shell, the snapping turtle can as an Action, move up to half of their speed and make an attack with their Bite against a creature within reach at the end of this movement. Should this attack hit, that creature suffers an additional dice worth of damage, and must make a Strength saving throw, DC 8 + PB + Strength modifier, or be Knocked Prone. The target is not Grappled when attacked in this way.
  • The snapping turtle gains the Swift Retraction feature:
  • Swift Retraction: The snapping turtle can use its Retraction ability as a reaction to being subjected to an attack, and can leave its shell as a bonus action.
  • The snapping turtle gains the Snapping Bite feature:
  • Snapping Bite: The snapping turtle can as a reaction make a single bite attack against a creature that moves within 5 feet of them while their shell.

Greater Snapping Turtle

When the beast master gains access to the Greater Companion feature, their snapping turtle gains the following benefits:
  • Its bite damage is increased to 1d12, and gains a reach of 10 feet.
  • The snapping turtle gains the multiattack feature (When the snapping turtle takes the attack action, it can make two bite attacks or two Shellshock attacks.)
  • The snapping turtle improves their Retraction and Snapping Bite abilities; The snapping turtle has advantage on Strength and Constitution saving throws while in their shell, and they have Advantage on attack rolls with their Snapping Bite feature.
  • The snapping turtle’s natural armor improves from 13 + PB + Dex to 16 + PB + Dex.

Stegosaurus

Syrik Bestiary

Stegosaurus Companion

Medium beast (animal), any
Armor Class: 13 + PB (Natural)
Hit Points: 31 (3d12+12)
Speed: 40 ft

STR

18 +4

DEX

12 +1

CON

18 +4

INT

2 -4

WIS

12 +1

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +3
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the stegosaurus would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

  • Stomp: melee martial attack (+6 Atk, reach 5 ft., one target, 1d10+6 Bludgeoning.)
  •  Tail: melee martial attack (+6 Atk, reach 5 ft., one target, 1d8+8 Piercing and the target must make a Strength saving throw, DC 8 + PB + Strength modifier, or either be Shoved by the Stegosaurus.)

Improved Stegosaurus

When the beast master gains access to the Improved Companion feature, their stegosaurus gains the following benefits:
  • Its size is increased to large and the base damage on its tail is increased to 2d6.
  • The stegosaurus gains the Sweeping Tail feature:
  • Sweeping Tail: The stegosaurus’ Tail attack, gains the Cleaving weapon property; the stegosaurus deals their Tail attack’s minimum damage to a single foe adjacent to their target, the attack must hit the AC of the new foe to deal this bonus damage.
  • The stegosaurus gains the Crushing Stomp feature:
  • Crushing Stomp: The stegosaurus’ Stomp attack causes a creature hit by the attack to make a Strength saving throw, DC 8 + PB + Strength modifier, or suffer from the Burdened condition until the end of the stegosaurus’ next turn.

Greater Stegosaurus

When the beast master gains access to the Greater Companion feature, their stegosaurus gains the following benefits:
  • The base damage on its tail is increased to 4d6 and its stomp damage is increased to 2d8. The reach of its tail attack is increased to 10 feet, and it gains the Rending Blow feature:
  • Rending Blow: A creature struck by a stegosaurus’ Tail attack, must make a Constitution saving throw, DC 8 + PB + Strength modifier, or suffer from the Bleeding (2d8) condition.
  • The stegosaurus gains the multiattack feature (When the stegosaurus takes the attack action, it can make two tail attacks, two stomp attacks, or one stomp and one tail attack.)
  • Their natural armor improves from 12+ PB + Dex to 14 + PB + Dex.

Triceratops

Syrik Bestiary

Triceratops Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 28 (3d10+12)
Speed: 55 ft

STR

16 +3

DEX

14 +2

CON

18 +4

INT

2 -4

WIS

12 +1

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +3
Languages: Sauric

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Smell: Whenever the triceratops would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of smell, they receive Advantage on the check.

Actions

ACTIONS

  • Gore: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+6 Piercing.)
  • Stomp: melee martial attack (+5 Atk, reach 5 ft., one target, 1d10+5 Bludgeoning.)

BONUS ACTIONS

  • Trampling Charge: If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone. If the target is Prone, the triceratops can make another attack with its stomp against it as a bonus action.

Improved Triceratops

When the beast master gains access to the Improved Companion feature, their triceratops gains the following benefits:
  • Its size is increased to large and the base damage on its gore is increased to 2d8, and its stomp to 2d10.
  • The triceratops gains the pack mule feature:
  • Pack Mule: The triceratops doubles it’s carrying capacity.
  • The natural armor of the triceratops improves from 12 + PB + Dex, to 14 + PB + Dex.

Greater Triceratops

When the beast master gains access to the Greater Companion feature, their triceratops gains the following benefits:
  • The trampling charge ability is enhanced; any creature that fails against this ability must make a Constitution saving throw at the same DC, or suffer from the Stunned condition until the end of their next turn.
  • The base damage on its gore is increased to 4d8, and its stomp to 3d10.
  • The triceratops gains the multiattack feature (When the triceratops takes the attack action, it can make one gore and one stomp attack, or two gore attacks.)

Vulture

Syrik Bestiary

Vulture Companion

Small beast (animal), any
Armor Class: 13 + PB (Unarmored)
Hit Points: 22 (3d8+9)
Speed: 15 ft , fly: 65 ft

STR

14 +2

DEX

16 +3

CON

16 +3

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +4, Perception +4
Languages: Chiripi

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Sight and Smell: Whenever the vulture would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of sight or smell, they receive Advantage on the check.
  • Pack Tactics: The vulture has advantage on attack rolls against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

  • Beak: melee martial attack (+5 Atk, reach 5 ft., one target, 1d6+5 Piercing)
  • Talons: melee martial attack (+5 Atk, reach 5 ft., one target, 1d8+4 Slashing)

Improved Vulture

When the beast master gains access to the Improved Companion feature, their vulture gains the following benefits:
  • Its size is increased to medium, gaining a +2 increase to their Strength score.)
  • The vulture gains the Leeching Beak and Rend features:
  • Leeching Beak (Recharge 5-6): As a reaction whenever the Vulture would hit a creature with its Beak attack, it can strip away and devour some of the flesh of its target; healing themselves for an amount equal to the damage dealt.
  • Rend: Whenever the vulture successfully hits a creature with a talons attack, it can use its reaction to make a free talons attack against the same creature.

Greater Vulture

When the beast master gains access to the Greater Companion feature, their vulture gains the following benefits:
  • Its size is increased to large, gaining a +4 increase to their Strength score.)
  • The base damage on its talons is increased to 2d6, and its Beak damage is increased to 1d10.
  • The vulture can carry a rider and fly, so long as they are not in a medium or heavy load. They cannot effectively fight while flying with a rider, losing their ability to attack with their Beak and the use of their Rend feature so long as they are mounted.
  • The vulture gains the multiattack feature (When the vulture takes the attack action, it can make two attacks with its talons, or one attack with its talons and one with its beak.)

Walrus

Syrik Bestiary

Walrus Companion

Medium beast (animal), any
Armor Class: 12 + PB (Natural)
Hit Points: 28 (3d10+12)
Speed: 30 ft , swim: 50 ft

STR

18 +4

DEX

8 -1

CON

18 +4

INT

3 -4

WIS

14 +2

CHA

7 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Athletics +6, Perception +4.
Senses: Darkvision 60 ft.
Languages: Squal

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Held Breath: A walrus can hold their breath for ten times longer than normal.

Actions

  • Body Flop: melee martial attack (+6 Atk, reach 5 ft., one target, 1d8+8 Bludgeoning. If the target is a creature, it must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone.)
  • Tusk: melee martial attack (+6 Atk, reach 5 ft., one target, 1d6+6 Piercing.)

Improved Walrus

When the beast master gains access to the Improved Companion feature, their walrus gains the following benefits:
  • Their size is increased to Large, the base damage on its body flop is increased to 2d8, and the base damage on their tusk attack is increased to 2d6.
  • The walrus gains an additional 2 hit points for every hit dice the walrus possesses.
  • The natural armor of the walrus improves from 13 + PB + Dex, to 15 + PB + Dex.

Greater Walrus

When the beast master gains access to the Greater Companion feature, their walrus gains the following benefits:
  • The base damage on their tusk is increased to 3d6, and their body flop ability now causes a creature to make a Constitution saving throw at the same DC, or become Stunned until the end of the walrus’ next turn.
  • The walrus gains the multiattack feature (When the walrus takes the attack action, it can make one tusk and one body flop attack, or two tusk attacks.)
  • The walrus’ tusk attacks now critically threaten on a d20 roll of 19 or 20, and whenever they would critically hit a creature, that creature suffers from the Bleeding (2d8) condition.

Wolf

Syrik Bestiary

Wolf Companion

Medium beast (animal), any
Armor Class: 14+PB (Natural)
Hit Points: 22 (3d10+6)
Speed: 55 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

3 -4

WIS

14 +2

CHA

7 -2

Saving Throws: STR (Str+PB), DEX (Dex+PB), CON (Con+PB), INT (Int+PB), WIS (Wis+PB), CHA (Cha+PB)
Skills: Perception +4, Stealth +4
Senses: Darkvision 60 ft.
Languages: Canine

  • Bestial Awareness: A beast can use either their Dexterity or their Wisdom modifier on Initiative checks.
  • Keen Hearing and Smell: Whenever the wolf would make a Wisdom (Perception) or Wisdom (Survival) check using their sense of hearing or smell, they receive Advantage on the check.
  • Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

  • Bite: melee martial attack (+5 Atk, reach 5 ft., one target, 2d4+3 piercing. If the target is a creature, it must succeed on a Strength saving throw, DC 8 + PB + Strength modifier, or be knocked Prone.)

Improved Wolf

When the beast master gains access to the Improved Companion feature, their wolf gains the following benefits:
  • Its size is increased to large, and its strength score is increased by +4.
  • The base damage on its bite is increased to 2d6.
  • The wolf gains the howl feature:
  • Howl: As a bonus action, the wolf can let loose a howl, all hostile creatures within 30 feet of the wolf must make a Wisdom saving throw, DC 8 + PB + Wisdom modifier, or gain a level of Fear, which lasts for 1 minute. A Creature frightened in this way gains a new save at the end of each of their turns.

Greater Wolf

When the beast master gains access to the Greater Companion feature, their wolf gains the following benefits:
  • The base damage on its bite is increased to 2d8.
  • The wolf gains the multiattack feature (When the wolf takes the attack action, it can make two bite attacks.)
  • The wolves howl feature is enhanced; whenever they use this feature, they can instead target a single creature within range, if that creature fails, they are stunned until the end of their next turn. A creature that saves against this ability cannot be affected by the stunning effect again for 24 hours.

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