Small to Large aberration, bestial, chaotic neutral
Armor Class: 10 + final Dexterity Modifier (Natural Armor)
Hit Points: Temporary: Xd8+CON, where X is character level
Speed:
40 ft
, fly: 0 ft
, burrow: 0 ft
, swim: 0 ft
, climb: 0 ft
Saving Throws: Strength, Constitution
Damage Vulnerabilities: Fire, Silver, Radiant
Condition Immunities: Charmed
Senses: Darkvision
Proficiency Bonus: Character Proficiency
3/day: Call of the Hunt. Hostile creatures within 120 ft that can hear must make a Wisdom Saving Throw against Primal Soul's Ability Save DC. On a failed save, the creature is freightened of the Primal Soul until the start of its next turn. On a successful save, the creature resists being freightened and automatically passes future saves for Call of the Hunt.
Primal Growth: Primal Soul's attacks grow according to the character level of the Resonant that shifts into it.
- To Hit: Character Proficiency + combined Strength modifier
- Damage Modifier: combined Strength or Dexterity modifier
- Ability Save DC: 10 + Proficiency
Actions
Multiattack. The Primal Soul can make two Melee Weapon Attacks per action.
Claw. Melee Weapon Attack: 5 ft., one target. Hit: 8 (2d6 + Damage Modifier) slashing damage.
Bite. Melee Weapon Attack: 5 ft., one target. Hit: 8 (3d4 + Damage Modifier) piercing damage.
The Primal Soul form of a Resonant. Referenced for their Primal Soul action and abilities.