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Beast Master
The Beast Master archetype embodies friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Ranger's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. It is able to understand simple speech and commands. The beast grows along with you, using your proficiency bonus (PB) as its own. The beast can be created using the steps in Appendix A: Companion Creation. Choose traits that fit the type of creature you wish to bond with, or use one of the example stat blocks.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to use an Attack, Dash, Disengage or Help action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
Like a player character, the beast becomes unconscious at 0 hit points and makes death saving throws. If the beast has died within the last 10 minutes, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with half its hit points restored. The beast can also roll Hit Dice to regain hit points on a short rest, and follows all resting rules that apply to player characters.
Animal Whisperer
At 3rd level, you become proficient in Animal Handling, or another skill from the ranger skill list if you were already proficient.
Exceptional Training
Beginning at 7th level, your beast companion can use the Help action instead of the Dodge action on any turn in which you did not give it a command. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks.
Appendix A: Companion Creation
Step 1: Size
Your companion is a Tiny, Small or Medium beast (your choice).
Step 2: Abilities and Defenses
Your companion is proficient in Perception, Survival, either Intimidation or Stealth, and either Athletics or Acrobatics, as well as Strength and Dexterity saving throws. It has one of the following ability score arrays:
Companion Ability Score Arrays
| Array | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Bulky | 14+PB | 10+PB | 14+PB | 6 | 12+PB | 11 |
| Middling | 14+PB | 12+PB | 12+PB | 6 | 12+PB | 11 |
| Light | 11+PB | 14+PB | 11+PB | 6 | 12+PB | 11 |
Its Armor Class = 10 + PB + its Dexterity modifier, and it has a number of Hit Dice equal to your ranger level. If it is Bulky, its Hit Points equal 6 + six times your ranger level, and its Hit Dice are d10s. If it is Middling, its Hit Points equal 5 + five times your ranger level, and its Hit Dice are d8s. If it is Light, its Hit Points equal 4 + four times your ranger level, and its hit dice are d6s.
Step 3: Senses
Your companion has darkvision 60 ft. and two of the following Sense features:
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Keen Smell. The beast has advantage on Wisdom (Perception) checks that rely on smell.
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Keen Hearing. The beast has advantage on Wisdom (Perception) checks that rely on hearing.
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Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight.
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Keen Touch. The beast has tremorsense 40 ft.
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Echolocation. The beast has blindsight 60 ft. as long as it is not deafened.
Step 4: Speed
It has one of the following Speed options:
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Land-based. 40 ft, swim 10 ft.
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Climber. 30 ft, climb 30 ft.
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Flyer. 10 ft, fly 60 ft. Must use the Light array.
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Aquatic. 5 ft, swim 60 ft.
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Amphibian. 20 ft, swim 40 ft.
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Burrower. 20 ft, burrow 10 ft.
Step 5: Special Movement
Your companion has one of the following special Special Movement features:
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Hold Breath. The beast can hold its breath for 15 minutes.
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Amphibious. The beast can breathe air and water.
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Standing Leap. The beast's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
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Running Leap. With a 10-foot running start, the beast can long jump up to 25 feet.
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Sure-Footed. The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
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Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
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Slither. The beast does not need limbs to walk, swim or climb.
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Swift. The beast's speeds all increase by 5 feet from base.
Step 6: Natural Weapons
Your companion is proficient in two of the following natural weapons. Note that it must have teeth to bite, claws to claw, and a stinger to sting (though sting can be reflavored as an alternate bite). Pummel can use any blunt natural weapon the creature possesses, including fists or hooves. Gore can use horns, antlers or tusks. Tail can use a tail or tentacle.
Note that beasts can grapple without a free hand, using their mouth, or body in the case of constrictors.
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Bite. Melee weapon attack: reach 5 ft., one target. Hit: 1d8+Str piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
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Claw. Melee weapon attack: finesse, reach 5 ft., one target. Hit: 1d4+Str/Dex slashing damage. If the beast makes a claw attack using its action, it can make another claw attack as a bonus action.
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Pummel. Melee weapon attack: reach 5 ft., one target. Hit: 1d6+Str bludgeoning damage. If the beast hits a target with a pummel attack, it can use its bonus action to attempt to shove that target.
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Sting. Melee weapon attack: finesse, reach 5 ft., one target. Hit: 1d4+Str/Dex piercing damage. If the target fails its saving throw against Envenom, it takes an additional 1d8 poison damage.
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Gore. Melee weapon attack: reach 5 ft., one target. Hit: 1d6+Str piercing damage. If the beast uses Charge on this attack, the damage die increases to a d12.
- Tail. Melee weapon attack: reach 10 ft., one target. Hit: 1d6+Str bludgeoning damage.
Step 7: Special Attack
Your companion has one of the following Special Attack features:
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Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Strength saving throw or be knocked prone.
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Pounce. If the beast makes a long jump at least 10 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Dexterity saving throw or be knocked prone.
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Dive. If the beast flies or swims at least 30 feet downward toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Constitution saving throw or be stunned until the end of its next turn.
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Crush. If the beast succeeds on an Athletics check to grapple, it deals additional bludgeoning damage to the target equal to its Strength modifier.
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Envenom. If the beast succeeds on a bite or sting attack, the target must make a DC 10+PB Constitution saving throw. On a failure, the target is poisoned. It can repeat this saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.
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Pack Tactics. The beast has advantage on attack rolls 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.
Step 8: Special Recovery
It has one of the following Special Recovery features, which can be used once and recharges on a short or long rest:
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Toughen Up. The beast can use its reaction to give itself advantage on Constitution saving throws against being poisoned or paralyzed for 1 minute, and gain temporary hit points equal to half your ranger level (rounded up).
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Relentless. If the beast takes damage less than your 3 + ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
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Second Wind. The beast can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Examples
The following are examples of companions you can take at level 3, as their stat blocks would appear at that level.
Big Cat
Medium beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 40 ft., swim 10 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Keen Sight. The cat has advantage on Wisdom (Perception) checks that rely on sight.
Standing Leap. The cat's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Pounce. If the cat makes a long jump at least 10 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone.
Second Wind (Recharges after Short or Long Rest). The cat can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Actions
Bite. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d8+3 piercing damage. If the cat hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Claw. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the cat makes a claw attack using its action, it can make another claw attack as a bonus action.
Hound
Small beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 40 ft., swim 10 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Intimidation +2, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The hound has advantage on Wisdom (Perception) checks that rely on smell.
Keen Hearing. The hound has advantage on Wisdom (Perception) checks that rely on hearing.
Running Leap. With a 10-foot running start, the hound can long jump up to 25 feet.
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless (Recharges after Short or Long Rest). If the hound takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+3 piercing damage. If the hound hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Claw. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the hound makes a claw attack using its action, it can make another claw attack as a bonus action.
Falcon
Tiny beast (Light)
- Armor Class 15
- Hit Points 16
- Speed 10 ft, fly 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Acrobatics +5
- Saving Throws Strength +3, Dexterity +5
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The falcon has advantage on Wisdom (Perception) checks that rely on smell.
Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.
Flyby. The falcon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Dive. If the falcon flies at least 30 feet downward toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
Relentless (Recharges after Short or Long Rest). If the falcon takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d8+1 piercing damage. If the falcon hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Claw. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the falcon makes a claw attack using its action, it can make another claw attack as a bonus action.
Young Elk
Medium beast (Bulky)
- Armor Class 13
- Hit Points 24
- Speed 45 ft, swim 15 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Intimidation +2, Athletics +5
- Saving Throws Strength +5, Dexterity +3
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The elk has advantage on Wisdom (Perception) checks that rely on smell.
Keen Hearing. The elk has advantage on Wisdom (Perception) checks that rely on hearing.
Swift. The elk's speeds all increase by 5 feet from base.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Second Wind (Recharges after Short or Long Rest). The elk can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Actions
Pummel. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d6+3 bludgeoning damage. If the elk hits a target with a pummel attack, it can use its bonus action to attempt to shove that target.
Gore. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d6+3 piercing damage. If the elk uses Charge on this attack, the damage die increases to a d12.
Monkey
Small beast (Light)
- Armor Class 15
- Hit Points 16
- Speed 30 ft, climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +5, Athletics +3
- Saving Throws Strength +3, Dexterity +5
- Senses darkvision 60 ft., tremorsense 40 ft., passive Perception 14
- Languages ---
Keen Smell. The monkey has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The monkey has tremorsense 40 ft.
Standing Leap. The monkey's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Pounce. If the monkey makes a long jump at least 10 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone.
Second Wind (Recharges after Short or Long Rest). The monkey can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Actions
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+1 piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Claw. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the monkey makes a claw attack using its action, it can make another claw attack as a bonus action.
Pony
Medium beast (Bulky)
- Armor Class 13
- Hit Points 24
- Speed 45 ft, swim 15 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Intimidation +2, Athletics +5
- Saving Throws Strength +5, Dexterity +3
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The pony has advantage on Wisdom (Perception) checks that rely on smell.
Keen Hearing. The pony has advantage on Wisdom (Perception) checks that rely on hearing.
Swift. The pony's speeds all increase by 5 feet from base.
Charge. If the pony moves at least 20 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Strength saving throw or be knocked prone.
Second Wind (Recharges after Short or Long Rest). The pony can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Actions
Bite. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d8+3 piercing damage. If the pony hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Pummel. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d6+3 bludgeoning damage. If the pony hits a target with a pummel attack, it can use its bonus action to attempt to shove that target.
Boar
Medium beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 40 ft., swim 10 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Intimidation +2, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The boar has advantage on Wisdom (Perception) checks that rely on smell.
Keen Hearing. The boar has advantage on Wisdom (Perception) checks that rely on hearing.
Sure-Footed. The boar has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Strength saving throw or be knocked prone.
Relentless (Recharges after Short or Long Rest). If the boar takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Pummel. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d6+3 bludgeoning damage. If the boar hits a target with a pummel attack, it can use its bonus action to attempt to shove that target.
Gore. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d6+3 piercing damage. If the boar uses Charge on this attack, the damage die increases to a d12.
Gorilla
Medium beast (Bulky)
- Armor Class 13
- Hit Points 24
- Speed 30 ft, climb 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Intimidation +2, Athletics +5
- Saving Throws Strength +5, Dexterity +3
- Senses darkvision 60 ft., tremorsense 40 ft., passive Perception 14
- Languages ---
Keen Smell. The gorilla has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The gorilla has tremorsense 40 ft.
Sure-Footed. The gorilla has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Crush. If the gorilla succeeds on an Athletics check to grapple, it deals additional bludgeoning damage to the target equal to its Strength modifier.
Toughen Up (Recharges after Short or Long Rest). The gorilla can use its reaction to give itself advantage on Constitution saving throws against being poisoned or paralyzed for 1 minute, and gain temporary hit points equal to half your ranger level (rounded up).
Actions
Pummel. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d6+3 bludgeoning damage. If the gorilla hits a target with a pummel attack, it can use its bonus action to attempt to shove that target.
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+3 piercing damage. If the gorilla hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Giant Scorpion
Small beast (Light)
- Armor Class 15
- Hit Points 16
- Speed 40 ft, swim 15 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +5, Athletics +3
- Saving Throws Strength +3, Dexterity +5
- Senses darkvision 60 ft., tremorsense 40 ft., passive Perception 14
- Languages ---
Keen Smell. The scorpion has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The scorpion has tremorsense 40 ft.
Spider Climb. The scorpion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Envenom. If the scorpion succeeds on a bite or sting attack, the target must make a DC 12 Constitution saving throw. On a failure, the target is poisoned. It can repeat this saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.
Toughen Up (Recharges after Short or Long Rest). The scorpion can use its reaction to give itself advantage on Constitution saving throws against being poisoned or paralyzed for 1 minute, and gain temporary hit points equal to half your ranger level (rounded up).
Actions
Claw. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the scorpion makes a claw attack using its action, it can make another claw attack as a bonus action.
Sting. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 piercing damage. If the target fails its saving throw against Envenom, it takes an additional 1d8 poison damage.
Crocodile
Medium beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The crocodile has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The crocodile has tremorsense 40 ft.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Crush. If the crocodile succeeds on an Athletics check to grapple, it deals additional bludgeoning damage to the target equal to its Strength modifier.
Toughen Up (Recharges after Short or Long Rest). The crocodile can use its reaction to give itself advantage on Constitution saving throws against being poisoned or paralyzed for 1 minute, and gain temporary hit points equal to half your ranger level (rounded up).
Actions
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+3 piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Tail. Melee weapon attack: reach 10 ft., one target. Hit: 1d6+3 bludgeoning damage.
Shark
Medium beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 5 ft., swim 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The shark has advantage on Wisdom (Perception) checks that rely on smell.
Keen Hearing. The shark has advantage on Wisdom (Perception) checks that rely on hearing.
Swift. The shark's speeds all increase by 5 feet from base.
Charge. If the shark moves at least 20 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Relentless (Recharges after Short or Long Rest). If the shark takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+3 piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Tail. Melee weapon attack: reach 10 ft., one target. Hit: 1d6+3 bludgeoning damage.
Bat
Tiny beast (Light)
- Armor Class 15
- Hit Points 16
- Speed 10 ft, fly 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Acrobatics +5
- Saving Throws Strength +3, Dexterity +5
- Senses darkvision 60 ft., blindsight 60 ft., passive Perception 14
- Languages ---
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Echolocation. The bat has blindsight 60 ft. as long as it is not deafened.
Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics. The bat has advantage on attack rolls 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.
Second Wind (Recharges after Short or Long Rest). Second Wind. The bat can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Actions
Bite. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d8+1 piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Claw. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the bat makes a claw attack using its action, it can make another claw attack as a bonus action.
Badger
Small beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 40 ft., swim 10 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Intimidation +2, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The badger has tremorsense 40 ft.
Hold Breath. The badger can hold its breath for 15 minutes.
Crush. If the badger succeeds on an Athletics check to grapple, it deals additional bludgeoning damage to the target equal to its Strength modifier.
Relentless (Recharges after Short or Long Rest). If the hound takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+3 piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Claw. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the hound makes a claw attack using its action, it can make another claw attack as a bonus action.
Boa Constrictor
Medium beast (Middling)
- Armor Class 14
- Hit Points 20
- Speed 5 ft., swim 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Athletics +5
- Saving Throws Strength +5, Dexterity +4
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The boa has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The boa has tremorsense 40 ft.
Slither. The boa does not need limbs to walk, swim or climb.
Crush. If the boa succeeds on an Athletics check to grapple, it deals additional bludgeoning damage to the target equal to its Strength modifier.
Second Wind (Recharges after Short or Long Rest). The boa can use a bonus action to regain hit points equal to 1d6 + your ranger level.
Actions
Bite. Melee weapon attack: +5, 5 ft., one target. Hit: 1d8+3 piercing damage. If the boa hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Tail. Melee weapon attack: reach 10 ft., one target. Hit: 1d6+3 bludgeoning damage.
Giant Wasp
Small beast (Light)
- Armor Class 15
- Hit Points 16
- Speed 10 ft, fly 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 6 (-2) 14 (+2) 11 (+0)
- Skills Perception +4, Survival +4, Stealth +4, Acrobatics +5
- Saving Throws Strength +3, Dexterity +5
- Senses darkvision 60 ft., passive Perception 14
- Languages ---
Keen Smell. The wasp has advantage on Wisdom (Perception) checks that rely on smell.
Keen Touch. The wasp has tremorsense 40 ft.
Spider Climb. The wasp can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Envenom. If the wasp succeeds on a bite or sting attack, the target must make a DC 12 Constitution saving throw. On a failure, the target is poisoned. It can repeat this saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.
Relentless (Recharges after Short or Long Rest). If the wasp takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d8+1 piercing damage. If the wasp hits a target with a bite attack, it can use its bonus action to attempt to grapple that target.
Sting. Melee weapon attack: +5, finesse, reach 5 ft., one target. Hit: 1d4+3 piercing damage. If the target fails its saving throw against Envenom, it takes an additional 1d8 poison damage.