Animal Companion Compendium

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Animal Companion Compendium

Ape



Ape Companion

Small beast, any alignment


Armor Class 11 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 25 ft., climb 25 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

Saving Throws Str +5, Con +3
Skills Athletics +4
Senses Passive Perception 13
Languages -- Challenge 1/4 (50 XP)


Actions

Multiattack. The ape companion makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage.



Strong Ape Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

Saving Throws Str +7, Con +5
Skills Athletics +7
Senses Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Hurl. If available the ape companion can pick up small objects to throw at targets. As an action it can pick up a small object and make a hurl attack.

Actions

Multiattack. The ape companion makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d4 + 4 bludgeoning damage.

Hurl. Ranged Weapon Attack: +5 to hit, range 40/80ft., one target. Hit: 2d8 + 2 bludgeoning damage.



Superior Ape Companion

Medium beast, any alignment


Armor Class 12 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Saving Throws Str +9, Con +7
Skills Athletics +9
Senses Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Hurl. If available the ape companion can pick up small objects to throw at targets. As an action it can pick up a small object and make a hurl attack.

Actions

Multiattack. The ape companion makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage.

Hurl. Ranged Weapon Attack: +6 to hit, range 40/80ft., one target. Hit: 2d8 + 2 bludgeoning damage.



Legendary Ape Companion

Large beast, any alignment


Armor Class 12 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft., climb 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 8 (-1)

Saving Throws Str +11, Con +9
Skills Athletics +11
Senses Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Hurl. If available the ape companion can pick up medium objects to throw at targets. As an action it can pick up a medium object and make a hurl attack.

Actions

Multiattack. The ape companion makes two fist attacks.

Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d10 + 6 bludgeoning damage.

Hurl. Ranged Weapon Attack: +7 to hit, range 50/100ft., one target. Hit: 4d8 + 2 bludgeoning damage.

Badger



Bager Companion

Small beast, any alignment


Armor Class 11 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 25 ft., burrow 10 ft.


STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 5 (-3) 12 (+1) 5 (-3)

Saving Throws Str +3, Con +3
Senses Darkvision 30 ft., Passive Perception 11
Languages -- Challenge 1/4 (50 XP)


Fearless. The badger companion has advantage on Wisdom saving throws against being frightened.

Actions

Multiattack. The badger companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d4 + 1 slashing damage.



Strong Bager Companion

Small beast, any alignment


Armor Class 11 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 25 ft., burrow 10 ft.


STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 5 (-3) 12 (+1) 5 (-3)

Saving Throws Str +5, Con +5
Senses Darkvision 30 ft., Passive Perception 11
Languages -- Challenge 5 (1,800 XP)


Fearless. The badger companion has advantage on Wisdom saving throws against being frightened.

Reckless Attack. When the badger companion make its first attack on its turn, it can decide to attack recklessly, giving it advantage on melee weapon attack rolls during this turn, but attack rolls against it have advantage until its next turn.

Actions

Multiattack. The badger companion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4 + 2 slashing damage.



Superior Bager Companion

Medium beast, any alignment


Armor Class 12 (natural armor)
Hit Points 71 (11d6 + 33)
Speed 30 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 17 (+3) 5 (-3) 12 (+1) 5 (-3)

Saving Throws Str +6, Con +7
Senses Darkvision 30 ft., Passive Perception 11
Languages -- Challenge 9 (5,000 XP)


Fearless. The badger companion has advantage on Wisdom saving throws against being frightened.

Reckless Attack. When the badger companion make its first attack on its turn, it can decide to attack recklessly, giving it advantage on melee weapon attack rolls during this turn, but attack rolls against it have advantage until its next turn.

Quick Recovery. Once per long rest the badger companion can use its action to end being poisoned.

Actions

Multiattack. The badger companion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 + 2 piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d4 + 2 slashing damage.



Legendary Bager Companion

Medium beast, any alignment


Armor Class 12 (natural armor)
Hit Points 112 (15d6 + 60)
Speed 30 ft., burrow 15 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 19 (+4) 5 (-3) 12 (+1) 5 (-3)

Saving Throws Str +6, DEX +6, Con +7, INT +2, WIS +6, CHA +2
Senses Darkvision 30 ft., Passive Perception 11
Languages -- Challenge 13 (10,000 XP)


Fearless. The badger companion has advantage on Wisdom saving throws against being frightened.

Reckless Attack. When the badger companion make its first attack on its turn, it can decide to attack recklessly, giving it advantage on melee weapon attack rolls during this turn, but attack rolls against it have advantage until its next turn.

Quick Recovery. Once per long rest the badger companion can use its action to end being poisoned.

Natural Resilience. The badger companion has advantage on Strength, Dexterity and Constitution saving throws.

Actions

Multiattack. The badger companion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3d4 + 3 slashing damage.

Bat



Bat Companion

Tiny beast, any alignment


Armor Class 13 (natural armor)
Hit Points 7 (3d6 - 3)
Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 9 (-1) 2 (-4) 12 (+1) 3 (-4)

Saving Throws Str +2, Dex +3
Senses Blindsight 45 ft., Passive Perception 14
Languages -- Challenge 1/4 (50 XP)


Echolocation. The bat companion can't use its blindsight while deafened.

Keen Hearing. The bat companion has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6 piercing damage.



Strong Bat Companion

Small beast, any alignment


Armor Class 14 (natural armor)
Hit Points 24 (7d6)
Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 3 (-4)

Saving Throws Str +4, Dex +5
Senses Blindsight 60 ft., Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Echolocation. The bat companion can't use its blindsight while deafened.

Keen Hearing. The bat companion has advantage on Wisdom (Perception) checks that rely on hearing.

Attach. After the bat companion hits a creature with a claw attack it can attach to the target, moving along with the target if it moves. If the bat companion is attached to a creature, the bat companions bite attacks hit automatically. As an action, a creature make a DC 12 Strength check, to remove the bat companion from the target.

Actions

Multiattack. The bat companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d6 + 1 piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 1 slashing damage.



Superior Bat Companion

Small beast, any alignment


Armor Class 15 (natural armor)
Hit Points 38 (11d6)
Speed 15 ft., fly 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 3 (-4)

Saving Throws Str +6, Dex +6
Senses Blindsight 60 ft., Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Echolocation. The bat companion can't use its blindsight while deafened.

Keen Hearing. The bat companion has advantage on Wisdom (Perception) checks that rely on hearing.

Attach. After the bat companion hits a creature with a claw attack it can attach to the target, moving along with the target if it moves. If the bat companion is attached to a creature, the bat companions bite attacks hit automatically.
As an action, a creature make a DC 13 Strength check, to remove the bat companion from the target.

Actions

Multiattack. The bat companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4d8 + 2 piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 + 2 slashing damage.



Legendary Bat Companion

Small beast, any alignment


Armor Class 16 (natural armor)
Hit Points 67 (15d6 + 15)
Speed 15 ft., fly 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 2 (-4) 12 (+1) 3 (-4)

Saving Throws Str +8, Dex +8
Senses Blindsight 90 ft., Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Echolocation. The bat companion can't use its blindsight while deafened.

Keen Hearing. The bat companion has advantage on Wisdom (Perception) checks that rely on hearing.

Attach. After the bat companion hits a creature with a claw attack it can attach to the target, moving along with the target if it moves. If the bat companion is attached to a creature, the bat companions bite attacks hit automatically. As an action, a creature make a DC 14 Strength check, to remove the bat companion from the target.

Vampire fangs. If the bat companion deals damage with its bite attack, it regains hit point equal to half that amount.

Actions

Multiattack. The bat companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4d10 + 3 piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d12 + 3 slashing damage.

Bear



Bear Companion

Small beast, any alignment


Armor Class 11 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 25 ft., climb 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 3 (-4) 13 (+1) 7 (-2)

Saving Throws Str +4, Con +4
Senses Passive Perception 13
Languages -- Challenge 1/4 (50 XP)


Keen Smell. The bear companion has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 slashing damage.



Strong Bear Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., climb 25 ft.


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 3 (-4) 13 (+1) 7 (-2)

Saving Throws Str +6, Con +6
Senses Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Keen Smell. The bear companion has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear companion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.



Superior Bear Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 3 (-4) 13 (+1) 7 (-2)

Saving Throws Str +9, Con +7
Senses Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Keen Smell. The bear companion has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear companion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d4 + 5 piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage.



Legendary Bear Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 142 (15d10 + 33)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 18 (+4) 3 (-4) 13 (+1) 7 (-2)

Saving Throws Str +11, Con +9
Senses Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Keen Smell. The bear companion has advantage on Wisdom (Perception) checks that rely on smell.

Sentinel

  • When the bear companion hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of the bear companion provoke opportunity attacks from the bear companion even if they take the Disengage action before leaving the bear companion's reach.
  • When a creature within 5 feet of the bear companion makes an attack against a target other than the bear companion (and that target doesn’t have this feat), the bear comapnion can use its reaction to make a claw attack against the attacking creature.

Actions

Multiattack. The bear companion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6 + 6 piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage.

Big Cat



Big Cat Companion

Small beast, any alignment


Armor Class 14 (natural armor)
Hit Points 16 (3d10)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 8 (-1)

Saving Throws Dex +5, Cha +1 Skills Perception +2, Stealth +5 Senses Darkvision 30 ft., Passive Perception 13
Languages -- Challenge 1/4 (50 XP)


Keen Smell. The big cat companion has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6 + 1 piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.



Strong Big Cat Companion

Medium beast, any alignment


Armor Class 15 (natural armor)
Hit Points 38 (7d10)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 11 (+0) 4 (-3) 12 (+1) 8 (-1)

Saving Throws Dex +7, Cha +2 Skills Perception +3, Stealth +7 Senses Darkvision 45 ft., Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Keen Smell. The big cat companion has advantage on Wisdom (Perception) checks that rely on smell.

Sneak Attack. Once per turn, the big cat companion can deal an extra 1d6 damage to one creature it hits with an bite attack if it has advantage on the attack roll.

Actions

Multiattack. The big cat companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d8 + 1 piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage.

Pounce. The big cat companion makes a jump of 10 feet toward a creature. The big cat companion makes a claw attack against this creature. On a hit the creature must succes on a DC 15 Strength saving throw be knocked prone.



Superior Big Cat Companion

Medium beast, any alignment


Armor Class 16 (natural armor)
Hit Points 71 (11d10 + 11)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 4 (-3) 12 (+1) 8 (-1)

Saving Throws Dex +9, Cha +3 Skills Perception +5, Stealth +9 Senses Darkvision 60 ft., Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Keen Smell. The big cat companion has advantage on Wisdom (Perception) checks that rely on smell.

Feline Stealth. The big cat companion can take the Hide action as a bonus action.

Sneak Attack. Once per turn, the big cat companion can deal an extra 2d6 damage to one creature it hits with an bite attack if it has advantage on the attack roll.

Actions

Multiattack. The big cat companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4d8 + 2 piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d10 + 5 slashing damage.

Pounce. The big cat companion makes a jump of 10 feet toward a creature. The big cat companion makes a claw attack against this creature. On a hit the creature must succes on a DC 16 Strength saving throw be knocked prone.



Legendary Big Cat Companion

Large beast, any alignment


Armor Class 17 (natural armor)
Hit Points 97 (15d10 + 15)
Speed 60 ft.


STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 13 (+1) 4 (-3) 12 (+1) 8 (-1)

Saving Throws Dex +11, Cha +4 Skills Perception +6, Stealth +11 Senses Darkvision 90 ft., Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Keen Smell. The big cat companion has advantage on Wisdom (Perception) checks that rely on smell.

Feline Stealth. The big cat companion can take the Hide action as a bonus action.

Sneak Attack. Once per turn, the big cat companion can deal an extra 3d6 damage to one creature it hits with an bite attack if it has advantage on the attack roll.

Actions

Multiattack. The big cat companion makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4d10 + 2 piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d12 + 6 slashing damage.

Pounce. The big cat companion makes a jump of 10 feet toward a creature. The big cat companion makes a claw attack against this creature. On a hit the creature must succes on a DC 17 Strength saving throw be knocked prone. If the target is knocked prone, the big cat companion can make one bite attack against the creature as a bonus action.

Bird



Bird Companion

Small beast, any alignment


Armor Class 14 (natural armor)
Hit Points 7 (3d6 - 3)
Speed 10 ft., fly 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 9 (-1) 6 (-2) 13 (+1) 10 (+0)

Saving Throws Dex +4, Int +0 Skills Perception +3 Senses Passive Perception 13
Languages -- Challenge 1/4 (50 XP)


Keen Sight. The bird companion has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.



Strong Bird Companion

Small beast, any alignment


Armor Class 15 (natural armor)
Hit Points 24 (3d6)
Speed 10 ft., fly 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 6 (-2) 13 (+1) 10 (+0)

Saving Throws Dex +6, Int +1 Skills Perception +4 Senses Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Keen Sight. The bird companion has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The bird companion doesn't provoke opportunity attacks when it flies out of an enemy's reach if it entered the same turn.

Actions

Multiattack. The bird companion makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d4 piercing damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3d6 slashing damage.



Superior Bird Companion

Medium beast, any alignment


Armor Class 16 (natural armor)
Hit Points 38 (11d6)
Speed 15 ft., fly 75 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 11 (+0) 6 (-2) 13 (+1) 10 (+0)

Saving Throws Dex +8, Int +2 Skills Perception +5 Senses Passive Perception 15 Languages -- Challenge 9 (5,000 XP)


Keen Sight. The bird companion has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The bird companion doesn't provoke opportunity attacks when it flies out of an enemy's reach if it entered the same turn.

Evasion. When the bird companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The bird companion makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4d4 +1 piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4d6 + 1 slashing damage.



Legendary Bird Companion

Large beast, any alignment


Armor Class 17 (natural armor)
Hit Points 67 (15d6 + 15)
Speed 20 ft., fly 90 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 12 (+1) 6 (-2) 13 (+1) 10 (+0)

Saving Throws Dex +10, Int +3 Skills Perception +6 Senses Passive Perception 16 Languages -- Challenge 13 (10,000 XP)


Keen Sight. The bird companion has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The bird companion doesn't provoke opportunity attacks when it flies out of an enemy's reach if it entered the same turn.

Evasion. When the bird companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The bird companion makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4d6 +2 piercing damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5d6 + 2 slashing damage.

Hunting stoop. If the bird companion moves at least 45 feet down before attacking, it can make a dive attack. The target must make a DC 18 Dexterity, taking 6d10 piercing damage on a failed save, or half as much damage on a successful one. The bird companion cannot move after making a dive attack until the start of it's next turn.

Boar



Boar Companion

Small beast, any alignment


Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 25 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 15 (+2) 3 (-4) 7 (-2) 5 (-3)

Saving Throws Str +3, Con +4 Senses Passive Perception 8
Languages -- Challenge 1/4 (50 XP)


Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6 + 1 slashing damage.



Strong Boar Companion

Medium beast, any alignment


Armor Class 13 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

Saving Throws Str +4, Con +6 Senses Passive Perception 9
Languages -- Challenge 5 (1,800 XP)


Charge. If the boar companion 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 3d8 bludgeoning damage.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d8 + 1 slashing damage.



Superior Boar Companion

Medium beast, any alignment


Armor Class 14 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 17 (+3) 3 (-4) 8 (-1) 5 (-3)

Saving Throws Str +6, Con +7 Senses Passive Perception 9
Languages -- Challenge 9 (5,000 XP)


Charge. If the boar companion 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 3d10 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 2 slashing damage.



Legendary Boar Companion

Large beast, any alignment


Armor Class 14 (natural armor)
Hit Points 127 (15d8 + 75)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 18 (+3) 3 (-4) 9 (-1) 5 (-3)

Saving Throws Str +7, Con +9 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Passive Perception 9
Languages -- Challenge 13 (10,000 XP)


Charge. If the boar companion 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 3d12 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Shove When using the Attack action, the boar companion can use the Shove as a bonus action.

Actions

Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 2 slashing damage.

Bull



Bull Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +4, Dex +2 Senses Passive Perception 13
Languages -- Challenge 1/4 (50 XP)


Actions

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 2 piercing damage.



Strong Bull Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +5, Dex +3 Senses Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Charge. If the bull companion moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d6 + 3 piercing damage.



Superior Bull Companion

Large beast, any alignment


Armor Class 11 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +7, Dex +4 Senses Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Charge. If the bull companion moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4d6 + 3 piercing damage.



Legendary Bull Companion

Large beast, any alignment


Armor Class 11 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +9, Dex +5 Senses Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Charge. If the bull companion moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 4d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5d6 + 4 piercing damage.

Crab



Crab Companion

Tiny beast, any alignment


Armor Class 13 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
13 (+1) 9 (-1) 13 (+1) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +3, Con +3 Senses Passive Perception 9
Languages -- Challenge 1/4 (50 XP)


Amphibious. The crab companion can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d8 + 1 bludgeoning damage.



Strong Crab Companion

Small beast, any alignment


Armor Class 14 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 25 ft., swim 25 ft.


STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +5, Con +5 Senses Passive Perception 9 Languages -- Challenge 5 (1,800 XP)


Amphibious. The crab companion can breathe air and water.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d8 + 2 bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.



Superior Crab Companion

Medium beast, any alignment


Armor Class 15 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +6, Con +6 Senses Passive Perception 9 Languages -- Challenge 9 (5,000 XP)


Amphibious. The crab companion can breathe air and water.

Actions

Multiattack. The crab companion makes two attacks with its claws.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d8 + 2 bludgeoning damage, and the target is grappled (escape DC 14). The crab has two claws, each of which can grapple only one target.



Legendary Crab Companion

Medium beast, any alignment


Armor Class 16 (natural armor)
Hit Points 97 (15d6 + 45)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
16 (+2) 15 (+2) 16 (+3) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +8, Con +8 Senses Passive Perception 9 Languages -- Challenge 13 (10,000 XP)


Amphibious. The crab companion can breathe air and water.

Actions

Multiattack. The crab companion makes two attacks with its claws.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4d8 + 4 bludgeoning damage, and the target is grappled (escape DC 16). The crab has two claws, each of which can grapple only one target.

Crocodile



Crocodile Companion

Medium beast, any alignment


Armor Class 11 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 25 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 15 (+2) 3 (-4) 10 (+0) 5 (-3)

Saving Throws Str +4, Con +4 Senses Passive Perception 10
Languages -- Challenge 1/4 (50 XP)


Hold Breath. The crocodile companion can hold its breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 2 piercing damage.



Strong Crocodile Companion

Medium beast, any alignment


Armor Class 12 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 25 ft., swim 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

Saving Throws Str +6, Con +6 Senses Passive Perception 10
Languages -- Challenge 5 (1,800 XP)


Hold Breath. The crocodile companion can hold its breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d6 + 3 piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is grappled, and the crocodile companion can't bite another target.



Superior Crocodile Companion

Large beast, any alignment


Armor Class 13 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 17 (+3) 3 (-4) 10 (+0) 5 (-3)

Saving Throws Str +8, Con +7 Senses Passive Perception 10
Languages -- Challenge 9 (5,000 XP)


Hold Breath. The crocodile companion can hold its breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4d8 + 4 piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is grappled, and the crocodile companion can't bite another target.



Legendary Crocodile Companion

Large beast, any alignment


Armor Class 14 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft., swim 50 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 18 (+4) 3 (-4) 10 (+0) 5 (-3)

Saving Throws Str +10, Con +9 Senses Passive Perception 10
Languages -- Challenge 13 (10,000 XP)


Hold Breath. The crocodile companion can hold its breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4d10 + 5 piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the crocodile companion can't bite another target.

Elk



Elk Companion

Small beast, any alignment


Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 4 (-3) 12 (+1) 10 (+0)

Saving Throws Str +2, Dex +3 Senses Passive Perception 13
Languages -- Challenge 1/4 (50 XP)


Actions

Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d8 bludgeoning damage.



Strong Elk Companion

Medium beast, any alignment


Armor Class 12 (natural armor)
Hit Points 45 (7d10 + 7)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 4 (-3) 12 (+1) 10 (+0)

Saving Throws Str +4, Dex +4 Senses Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Charge. If the elk companion moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3d6 bludgeoning damage.

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d8 + 1 bludgeoning damage.

Antler Sweep. The elk companion can spend 10 feet of its movement to make a Ram attack against up to two creatures within reach.



Superior Elk Companion

Large beast, any alignment


Armor Class 13 (natural armor)
Hit Points 82 (11d10 + 22)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 10 (+0)

Saving Throws Str +6, Dex +6 Senses Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Charge. If the elk companion moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3d8 + 2 bludgeoning damage.

Antler Sweep. The elk companion can spend 10 feet of its movement to make a Ram attack against up to two creatures within reach.



Legendary Elk Companion

Large beast, any alignment


Armor Class 13 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 4 (-3) 12 (+1) 10 (+0)

Saving Throws Str +8, Dex +7 Senses Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Charge. If the elk companion moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4d8 + 3 bludgeoning damage.

Antler Sweep. The elk companion can spend 10 feet of its movement to make a Ram attack against up to three creatures within reach.

Goat



Goat Companion

Small beast, any alignment


Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Saving Throws Str +3, Dex +3 Senses Passive Perception 11
Languages -- Challenge 1/4 (50 XP)


Sure-Footed. The goat companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d8 +1 bludgeoning damage.



Strong Goat Companion

Medium beast, any alignment


Armor Class 12 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Saving Throws Str +5, Dex +4 Senses Passive Perception 11
Languages -- Challenge 5 (1,800 XP)


Sure-Footed. The goat companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Charge. If the goat companion moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn. If the target is a creature it must succeed on a DC 13 Strength saving throw. On a failed save the target is pushed up to 5 feet away from the the goat companion and takes an extra 2d6 bludgeoning damage.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d8 +2 bludgeoning damage.



Superior Goat Companion

Medium beast, any alignment


Armor Class 13 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Saving Throws Str +7, Dex +6 Senses Passive Perception 11
Languages -- Challenge 9 (5,000 XP)


Sure-Footed. The goat companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Charge. If the goat companion moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn. If the target is a creature it must succeed on a DC 14 Strength saving throw. On a failed save the target is pushed up to 10 feet away from the the goat companion and takes an extra 3d6 bludgeoning damage and is knocked prone.

Actions

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4d8 +3 bludgeoning damage.



Legendary Goat Companion

Large beast, any alignment


Armor Class 13 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Saving Throws Str +9, Dex +7 Senses Passive Perception 11
Languages -- Challenge 13 (10,000 XP)


Sure-Footed. The goat companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Charge. If the goat companion moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn. If the target is a creature it must succeed on a DC 15 Strength saving throw. On a failed save the target is pushed up to 10 feet away from the the goat companion and takes an extra 3d6 bludgeoning damage and is knocked prone.

Actions

Battering Charge. When a target of the goat companion fails the save on the charge, the goat companion can continue it's charge to a new target. The goat companion can make multiple ram attacks this way. A target can only be hit once per turn.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5d8 +4 bludgeoning damage.

Scorpion



Scorpion Companion

Tiny beast, any alignment


Armor Class 12 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 20 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +3, Con +3 Senses Passive Perception 11
Languages -- Challenge 1/4 (50 XP)


Actions

Sting. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 2d4 + 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 1d6 poison damage on a failed save, or half as much damage on a successful one.



Strong Scorpion Companion

Small beast, any alignment


Armor Class 12 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 25 ft.


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 14 (+2) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +4, Con +5 Senses Passive Perception 12
Languages -- Challenge 5 (1,800 XP)


Actions

Multiattack. The scorpion companion makes two attacks: one with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage.

Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3d4 + 1 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one.



Superior Scorpion Companion

Medium beast, any alignment


Armor Class 13 (natural armor)
Hit Points 93 (11d6 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +6, Con +7 Senses Passive Perception 13
Languages -- Challenge 9 (5,000 XP)


Actions

Multiattack. The scorpion companion makes two attacks: one with its claws and one with its sting.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 2 bludgeoning damage.

Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 4d4 + 2 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.



Legendary Scorpion Companion

Medium beast, any alignment


Armor Class 13 (natural armor)
Hit Points 112 (15d6 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 18 (+3) 2 (-4) 9 (-1) 3 (-4)

Saving Throws Str +7, Con +9 Senses Passive Perception 14
Languages -- Challenge 13 (10,000 XP)


Actions

Multiattack. The scorpion companion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 2 bludgeoning damage.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 4d4 + 2 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one.

Snake



Snake Companion

Small beast, any alignment


Armor Class 12 (natural armor)
Hit Points 10 (3d6)
Speed 25 ft., swim 25 ft.


STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 3 (-4) 12 (+1) 4 (-3)

Saving Throws Str +3, Con +2 Senses Blindsight 10 ft., Passive Perception 14
Languages -- Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 1d8 + 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one.



Strong Snake Companion

Small beast, any alignment


Armor Class 13 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 25 ft., swim 25 ft.


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 4 (-3)

Saving Throws Str +4, Con +4 Senses Blindsight 15 ft., Passive Perception 14
Languages -- Challenge 5 (1,800 XP)


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 2d8 + 2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.



Superior Snake Companion

Medium beast, any alignment


Armor Class 14 (natural armor)
Hit Points 49 (11d6 + 11)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

Saving Throws Str +6, Con +5 Senses Blindsight 20 ft., Passive Perception 15
Languages -- Challenge 9 (5,000 XP)


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 3d8 + 3 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d10 + 2 bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.



Legendary Snake Companion

Medium beast, any alignment


Armor Class 14 (natural armor)
Hit Points 82 (15d6 + 30)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3)

Saving Throws Str +8, Con +7 Senses Blindsight 30 ft., Passive Perception 16
Languages -- Challenge 13 (10,000 XP)


Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 4d8 + 4 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 5d6 poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3d10 + 3 bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the snake companion. Hit: 8d10 + 3 bludgeoning damage.

Spider



Spider Companion

Tiny beast, any alignment


Armor Class 12 (natural armor)
Hit Points 10 (3d6)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 4 (-3) 14 (+2) 4 (-3)

Saving Throws Wis +4, Cha -1 Skills Stealth + 5 Senses Darkvision 30 ft., Passive Perception 12 Languages -- Challenge 1/4 (50 XP)


Spider Climb. The spider companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider companion ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d4 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4d4 poison damage on a failed save, or half as much damage on a successful one.



Strong Spider Companion

Small beast, any alignment


Armor Class 13 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 25 ft., climb 25 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 4 (-3) 14 (+2) 4 (-3)

Saving Throws Wis +5, Cha +0 Skills Stealth + 7 Senses Blindsight 10 ft., Darkvision 30 ft., Passive Perception 12 Languages -- Challenge 5 (1,800 XP)


Spider Climb. The spider companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider companion ignores movement restrictions caused by webbing.

Web Sense. While in contact with a web, the spider companion knows the exact location of any other creature in contact with the same web.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d4 + 1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a successful one.



Superior Spider Companion

Medium beast, any alignment


Armor Class 14 (natural armor)
Hit Points 49 (11d6 + 11)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 4 (-3) 14 (+2) 4 (-3)

Saving Throws Wis +6, Cha +1 Skills Stealth + 10 Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12 Languages -- Challenge 9 (5,000 XP)


Spider Climb. The spider companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider companion ignores movement restrictions caused by webbing.

Web Sense. While in contact with a web, the spider companion knows the exact location of any other creature in contact with the same web.

Actions

Multiattack. The spider companion can use its web and make one bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4d4 + 1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a successful one.

Web (Recharge 6). Ranged Weapon Attack: +7 to hit, reach 20/40 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).



Legendary Spider Companion

Large beast, any alignment


Armor Class 15 (natural armor)
Hit Points 82 (15d6 + 15)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 4 (-3) 14 (+2) 4 (-3)

Saving Throws Wis +7, Cha +2 Skills Stealth + 13 Senses Blindsight 20 ft., Darkvision 60 ft., Passive Perception 12 Languages -- Challenge 13 (10,000 XP)


Spider Climb. The spider companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider companion ignores movement restrictions caused by webbing.

Web Sense. While in contact with a web, the spider companion knows the exact location of any other creature in contact with the same web.

Actions

Multiattack. The spider companion can use its web and make one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5d4 + 2 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 6d10 poison damage on a failed save, or half as much damage on a successful one.

Web (Recharge 5-6). Ranged Weapon Attack: +9 to hit, reach 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Toad



Toad Companion

Tiny beast, any alignment


Armor Class 12 (natural armor)
Hit Points 10 (3d6)
Speed 20 ft., swim 25 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

Saving Throws Str +4, Con +2 Senses Darkvision 30 ft., Passive Perception 10 Languages -- Challenge 1/4 (50 XP)


Amphibious. The toad companion can breathe air and water.

Standing Leap. The toad companion's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 piercing damage plus 1d4 poison damage.

Tongue Catch. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 1d8 + 2 bludgeoning damage, and the target must succeed a DC 10 Strength saving throw or be pulled 5 feet towards the toad companion and is grappled (escape DC 10). Until this grapple ends the toad companion can't attack another target.



Strong Toad Companion

Small beast, any alignment


Armor Class 12 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 25 ft., swim 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 4 (-3)

Saving Throws Str +5, Con +4 Damage Resistances Poison Senses Darkvision 30 ft., Passive Perception 10 Languages -- Challenge 5 (1,800 XP)


Amphibious. The toad companion can breathe air and water.

Standing Leap. The toad companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Poison Resistance. The toad companion has resistance against poison damage.

Actions

Multiattack. The toad companion companion makes two attacks: one with its tongue catch and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d4 + 2 piercing damage plus 2d4 poison damage.

Tongue Catch. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 1d8 + 2 bludgeoning damage, and the target must succeed a DC 12 Strength saving throw or be pulled 10 feet towards the toad companion and is grappled (escape DC 12). Until this grapple ends the toad companion can't attack another target.



Superior Toad Companion

Medium beast, any alignment


Armor Class 13 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 10 (+0) 4 (-3)

Saving Throws Str +7, Con +6 Damage Resistances Poison Senses Darkvision 30 ft., Passive Perception 10 Languages -- Challenge 9 (5,000 XP)


Amphibious. The toad companion can breathe air and water.

Standing Leap. The toad companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Poison Resistance. The toad companion has resistance against poison damage.

Actions

Multiattack. The toad companion companion makes two attacks: one with its tongue catch and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3d6 + 3 piercing damage plus 2d6 poison damage.

Tongue Catch. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 1d10 + 3 bludgeoning damage, and the target must succeed a DC 14 Strength saving throw or be pulled 10 feet towards the toad companion and is grappled (escape DC 14). Until this grapple ends the toad companion can't attack another target.



Legendary Toad Companion

Medium beast, any alignment


Armor Class 13 (natural armor)
Hit Points 97 (15d6 + 45)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 17 (+3) 2 (-4) 10 (+0) 4 (-3)

Saving Throws Str +8, Con +8 Damage Resistances Poison Senses Darkvision 30 ft., Passive Perception 10 Languages -- Challenge 13 (10,000 XP)


Amphibious. The toad companion can breathe air and water.

Standing Leap. The toad companion's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Poison Resistance. The toad companion has resistance against poison damage.

Toxic Skin. When a creature hits the toad companion with a melee attack, it must succeed a DC 16 Dexterity saving throw, or suffer 2d8 poison damage. A creature that is grappling the toad companion automatically suffers this damage at the end of its turn.

Actions

Multiattack. The toad companion companion makes two attacks: one with its tongue catch and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3d8 + 3 piercing damage plus 2d8 poison damage.

Tongue Catch. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 1d12 + 3 bludgeoning damage, and the target must succeed a DC 16 Strength saving throw or be pulled 15 feet towards the toad companion and is grappled (escape DC 16). Until this grapple ends the toad companion can't attack another target.

Turtle



Turtle Companion

Small beast, any alignment


Armor Class 14 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 15 ft., swim 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 15 (+2) 4 (-3) 10 (+0) 6 (-2)

Saving Throws Str +2, Con +4 Senses Passive Perception 10 Languages -- Challenge 1/4 (50 XP)


Amphibious. The turtle companion can breathe air and water.

Retract. As a bonus action the turtle companion can retract its head and limbs inside its shell. While retracted it cannot attack or move, but gains a +2 bonus to its AC. It may extend its limbs and head from its shell as a bonus action

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d8 piercing damage.



Strong Turtle Companion

Medium beast, any alignment


Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Saving Throws Str +4, Con +6 Damage Resistances Slashing and piercing damage from nonmagical attacks. Senses Passive Perception 10 Languages -- Challenge 5 (1,800 XP)


Amphibious. The turtle companion can breathe air and water.

Hard Shell. The turtle companion is resistant to slashing and piercing damage from nonmagical attacks.

Retract. As a bonus action the turtle companion can retract its head and limbs inside its shell. While retracted it cannot attack or move, but gains a +2 bonus to its AC. It may extend its limbs and head from its shell as a bonus action

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d8 + 1 piercing damage.



Superior Turtle Companion

Medium beast, any alignment


Armor Class 18 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 17 (+3) 4 (-3) 10 (+0) 6 (-2)

Saving Throws Str +6, Con +7 Damage Resistances Slashing and piercing damage from nonmagical attacks. Senses Passive Perception 10 Languages -- Challenge 9 (5,000 XP)


Amphibious. The turtle companion can breathe air and water.

Hard Shell. The turtle companion is resistant to slashing and piercing damage from nonmagical attacks.

Retract. As a bonus action the turtle companion can retract its head and limbs inside its shell. While retracted it cannot attack or move, but gains a +5 bonus to its AC. It may extend its limbs and head from its shell as a bonus action

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4d8 + 2 piercing damage.



Legendary Turtle Companion

large beast, any alignment


Armor Class 20 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 25 ft., swim 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 4 (-3) 10 (+0) 6 (-2)

Saving Throws Str +8, Con +9 Damage Resistances Slashing and piercing damage from nonmagical attacks. Senses Passive Perception 10 Languages -- Challenge 13 (10,000 XP)


Amphibious. The turtle companion can breathe air and water.

Hard Shell. The turtle companion is resistant to slashing and piercing damage from nonmagical attacks.

Retract. As a bonus action the turtle companion can retract its head and limbs inside its shell. While retracted it cannot attack or move, but gains a +5 bonus to its AC. It may extend its limbs and head from its shell as a bonus action. While retracted the turtle companion can make opportunity attacks.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5d8 + 3 piercing damage.

Wolf



Wolf Companion

Small beast, any alignment


Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 25 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +3, Dex +4 Senses Passive Perception 13 Languages -- Challenge 1/4 (50 XP)


Keen Hearing and Smell. The wolf companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d8 + 1 piercing damage.



Strong Wolf Companion

Medium beast, any alignment


Armor Class 14 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +5, Dex +6 Senses Passive Perception 14 Languages -- Challenge 5 (1,800 XP)


Keen Hearing and Smell. The wolf companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf companion has advantage on an attack roll against a creature if at least one of the wolf companion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d8 + 2 piercing damage.



Superior Wolf Companion

Medium beast, any alignment


Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +7, Dex +7 Senses Passive Perception 15 Languages -- Challenge 9 (5,000 XP)


Keen Hearing and Smell. The wolf companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf companion has advantage on an attack roll against a creature if at least one of the wolf companion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4d8 + 3 piercing damage.

***Howl (Recharge 6). The wolf companion lets out a mighty howl. All enemy creatures within 30 ft. must make a DC 15 wisdom saving throw or be frightened until the end of their next turn. If a creature's saving throw is successful, the creature is immune to the wolf companion's Howl for the next 24 hours.



Legendary Wolf Companion

Large beast, any alignment


Armor Class 15 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Saving Throws Str +9, Dex +9 Senses Passive Perception 16 Languages -- Challenge 13 (10,000 XP)


Keen Hearing and Smell. The wolf companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf companion has advantage on an attack roll against a creature if at least one of the wolf companion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Subdue. If the wolf companion hits a creature with a bite attack is must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5d8 + 4 piercing damage.If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

***Howl (Recharge 5-6). The wolf companion lets out a mighty howl. All enemy creatures within 60 ft. must make a DC 17 wisdom saving throw or be frightened until the end of their next turn. If a creature's saving throw is successful, the creature is immune to the wolf companion's Howl for the next 24 hours.

Design notes

For the animal companions I decided it would be best if they only "level up" three times. This to keep it simple and make further calculation obsolete. Their HP is the only thing that needs to be adjusted each level. The downside of this method are powerspikes in the levels, you gain access to the next tier. I tried to give eacht animal comapnion its own abilities, resulting in different tactics depending on the animal you choose. The animals I choose are mainly based on the giant animals from the SRD and all have a walking speed (no water exclusive companions).

Suggestions on balance, other animals, other abilities or an other leveling mechanism are welcome!

Art Credit

Cover: Targon Terrel by Brolken

 

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