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Source: Arcana Unleashed

Level 6 Conjuration (Druid)

Casting Time: Action
Range: 90 feet
Components: V, S, M (polished scale worth 600+ GP)
Duration: Concentration, up to 1 hour

You call forth the spirit of a primeval dinosaur. It manifests in an unoccupied space that you can see within range and uses the Dinosaur Spirit stat block. When you cast the spell, choose Ankylosaur, Triceratops, or Tyrannosaur. The creature resembles a dinosaur of the chosen type, 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, the creature 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.

Dinosaur Spirit
Huge Beast (Dinosaur), Neutral
Armor Class: 11 + the spell’s level + 2 (Ankylosaur only)
Initiative: +0 (10)
Hit Points: 60 + 10 for each spell level above 6
Speed: 40 ft.
STR (Mod/Save) DEX (Mod/Save) CON (Mod/Save) INT (Mod/Save) WIS (Mod/Save) CHA (Mod/Save)
21 (+5/+5) 10 (+0/+0) 15 (+2/+2) 4 (-3/-3) 12 (+1/+1) 9 (-1/-1)
Senses: Passive Perception 11
Languages: Understands the languages that you know
Traits
Siege Monster (Ankylosaur Only). The spirit deals double damage to objects and structures.
Tough. Add half the spell’s level (round down) to any Strength or Constitution saving throw the spirit makes.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Bite (Tyrannosaur Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 2d10 + 5 plus the spell’s level Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC equal to your spell save DC), and it has the Restrained condition until the grapple ends.
Gore (Triceratops Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 5 plus the spell’s level Piercing damage. If the target is a Huge or smaller creature and the spirit moved 20+ feet straight toward it immediately before the hit, the target takes an extra 1d10 Piercing damage and has the Prone condition.
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d10 + 5 plus the spell’s level Bludgeoning damage.