hello not dead. Selthis and his beast
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hello not dead. Selthis and his beast
Dnd Spells: Summon Beast
Summon Beast is a level 2 Conjuration spell for Druid and Ranger. Casting Time is 1 action Range is 90 feet Requires a Verbal and Somatic Component spell ingredient is a feather, tuft of fur, and fish tail inside a gilded acorn worth and at least 200 gold pieces Concentration up to 1 hour.
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot: Use the spell slot’s level for the spell’s level in the stat block.
Bestial Spirit Stat Block
Type: Small Beast Alignment: Neutral
Armor Class: 11 + the spell’s level (13 at base)
Hit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Speed: 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Strength: 18 (+4) Dexterity: 11 (+0) Constitution: 16 (+3) Intelligence: 4 (-3) Wisdom: 14 (+2) Charisma: 5 (-3)
Senses: Darkvision 60 ft.
Languages: Understands any language you know but can't speak
Traits
Flyby (Air Only): The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
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 doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack: The spirit makes a number of Rend attacks equal to half this spell’s level (round down).
Rend: Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.