Summon Animal
Source: Tasha's Cauldron of Everything
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.
Bestial Spirit
Small animal, matches your alignment
Armor Class: 11 + level of the spell (natural armor)
Hit Points: 20 (Air) or 30 (Land and Water) + 5 for each spell level above 2nd
Speed:
30 ft
, fly: 60 (Air only) ft
, swim: 30 (Water only) ft
, climb: 30 (Land only) ft
Senses: Low-Light vision, passive Perception 12
Languages: understands the languages you speak
Challenge Rating: —
( — XP)
Proficiency Bonus: equals your bonus
Flyby (Air Only). The spirit treats all movement while flying as though it were shifting.
Pack Tactics (Land and Water Only). The spirit has advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
This is a stub
This article will be expanded upon in the future
Table of Contents
2nd Edition
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AoE
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3.5th Edition
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Spell Resistance
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4th Edition
5th Edition
Casting Time
1 Action
Range
90 Feet
Components
V, S, M (A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration
Concentration; Up to 1 Hour
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Comments