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This monster appears in the Dungeons & Dragons Player's Handbook 2024.

Traits

Amphibious. The beast can breathe air and water.

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your spell save DC).

Roll20 Note: This stat block requires user edits for full functionality. Please use this list to ensure all edits are made appropriately for full effect.

  • 'Your' refers to the Beast Master's statistics.
  • Armor Class = 13 plus your Wisdom modifier.
  • Hit Points = 5 + (5 times your ranger levels).
  • Hit Dice = a number of d8s equal to your ranger level.
  • Languages: Understands the languages you know.
  • PB = your proficiency bonus.
  • Primal Bond: Add your proficiency bonus to every ability check and saving throw the beast makes.
  • Beast's Strike:
    • Attack modifier = your spell attack modifier.
    • Damage= 1d6+2 plus your Wisdom modifier (piercing or bludgeoning, chosen when you summon the beast.)
    • Escape DC = your spell save DC.

Beast of the Sea

Medium Beast, Neutral
  • Armor Class 13 (plus your Wisdom modifier)
  • Hit Points 10
  • Speed 5 ft., Swim 60 ft.
STR
14 (2)
DEX
14 (2)
CON
15 (2)
INT
8 (-1)
WIS
14 (2)
CHA
11 (0)
  • Saving Throws Str +2, Dex +2, Con +2, Int -1, Wis +2, Cha +0
  • Senses Darkvision 90 ft., passive Perception 12
  • Languages Understands the languages you know
  • Challenge None (0 XP)
  • Edits Required. This stat block requires user edits for full functionality. Please use this list to ensure all edits are made appropriately for full effect. 'Your' refers to the Beast Master's statistics. Armor Class = 13 plus your Wisdom modifier. Hit Points = 5 + (5 times your ranger levels). Hit Dice = a number of d8s equal to your ranger level. Languages: Understands the languages you know. PB = your proficiency bonus. Primal Bond: Add your proficiency bonus to every ability check and saving throw the beast makes. Beast's Strike: Attack modifier = your spell attack modifier. Damage= 1d8+2 plus your Wisdom modifier (piercing or bludgeoning, chosen when you summon the beast.) Escape DC = your spell save DC.
  • Amphibious. The beast can breathe air and water.
  • Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions


  • Beast's Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 2) plus your Wisdom modifier Bludgeoning or Piercing (your choice when you summon the beast) damage. The target has the Grappled condition (escape DC equals your spell save DC.)
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