Summon Beast

Summon Beast 5e: Forms, Commands, Stats, and Scaling

Last Update:February 8, 2025

I like Summon Beast because it gives a nature caster one dependable spirit instead of asking the table to manage a crowd of separate monster stat blocks. The same spell can provide a swift aerial scout, a hardier land combatant, or an underwater companion, and its no-action commands leave the caster free to contribute every turn.

A druid summoning the Air form of a Bestial Spirit

Summon Beast 5e — Quick Spell Reference

Summon Beast
2nd-level • Conjuration
Casting Time1 action
Range90 feet
Components V, S, M(a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
DurationUp to 1 hour
ConcentrationYes
RitualNo
ClassesDruid, Ranger (optional expanded spell lists)
SourceTasha's Cauldron of Everything, pg. 109

How Summon Beast Works

When you cast Summon Beast, one Bestial Spirit appears in an unoccupied space you can see within 90 feet. Choose its environment—Air, Land, or Water—and an animal appearance native to that environment. The form determines some of its hit points, movement, and traits, but every version uses the spell’s Bestial Spirit stat block.

The spirit is a Small Beast and an ally to you and your companions. It shares your initiative count but takes its turn immediately after yours. You issue verbal commands without spending an action or bonus action. If you give no command, it takes the Dodge action and uses its movement to avoid danger.

The spirit remains for up to 1 hour while you maintain concentration. It disappears immediately if it reaches 0 hit points or the spell ends. It is a summoned magical creature, not an ordinary beast selected from the Monster Manual.

Bestial Spirit Stat Block at a Glance

All three forms share the same ability scores and core combat numbers. Their Strength is 18, Constitution is 16, and Wisdom is 14; their other ability scores are lower. They have 60-foot darkvision, understand the languages you speak, and use your proficiency bonus.

The spirit’s Armor Class is 11 plus the spell’s level. Its Maul attack uses your spell attack modifier, has 5-foot reach, and deals piercing damage equal to 1d8 + 4 + the spell’s level. Its Multiattack makes a number of Maul attacks equal to half the spell’s level, rounded down.

“Spell’s level” means the level of the slot used for this casting. A normal 2nd-level spirit therefore has AC 13, makes one attack, and deals 1d8 + 6 damage on a hit. Your character level does not replace the slot level in those formulas, although your improving spell attack modifier can make the spirit more accurate.

Choosing Air, Land, or Water

The best form depends on terrain and the job the spirit needs to perform:

Form Base Hit Points Extra Movement Form Trait Best Fit
Air 20 Fly 60 feet Flyby Mobility, scouting, safer attacks
Land 30 Climb 30 feet Pack Tactics Durable melee on land
Water 30 Swim 30 feet Pack Tactics, Water Breathing Underwater encounters

Every form also has a 30-foot walking speed. The chosen environment is fixed for that casting; the spirit cannot switch forms later without ending the spell and casting it again.

The creature’s animal appearance is descriptive. Choosing an eagle instead of an owl does not add Keen Sight, a different attack, or another feature. The Air, Land, and Water options—and the shared stat block—provide all of its game statistics.

Air Form: Flight and Flyby

The Air spirit trades 10 base hit points for a 60-foot flying speed and Flyby. Flyby prevents opportunity attacks when the spirit flies out of an enemy’s reach, letting it enter melee, attack, and retreat without using Disengage.

This is often the safest form when enemies lack strong ranged attacks. It can cross gaps, reach elevated targets, and scout visible routes, but the spell does not let you perceive through the spirit’s senses. The creature must still communicate what it notices through whatever means its statistics allow; it understands your languages but is not given the ability to speak.

Land Form: More Hit Points and Pack Tactics

The Land spirit starts with 30 hit points, has a 30-foot climbing speed, and gains Pack Tactics. It has advantage on an attack roll when at least one of its allies is within 5 feet of the target and that ally is not incapacitated.

Pack Tactics makes the Land form reliable beside a melee party member. The extra 10 hit points also help it remain on the front line, although every hit on the spirit still threatens the value of the caster’s spell slot.

The Land form of a Bestial Spirit fighting beside its allies

Water Form: Swimming and Underwater Breathing

The Water spirit also starts with 30 hit points and has Pack Tactics. It gains a 30-foot swimming speed and Water Breathing, but that trait says it can breathe only underwater. It is not amphibious.

That limitation makes Water the specialized choice. It performs well in fully submerged encounters, but it can suffocate if kept out of water long enough. Its normal 30-foot walking speed does not grant the ability to breathe air.

The Water form of a Bestial Spirit exploring submerged ruins

Commands, Initiative, and Actions

The spirit acts immediately after your turn on the same initiative count. Do not roll separate initiative for it. This predictable order makes coordination simple: the caster can create an opening or move into position, then the spirit acts next.

A verbal command costs you no action. The spell does not require the bonus action used by some Beast Master companion features. You can cast a spell, attack, Dash, or take another action on your turn and still tell the spirit what to do.

The spirit is a creature and can use ordinary actions such as Attack, Dash, Disengage, Dodge, and Help when commanded. At 4th spell level and above, use the Multiattack action to receive the number of attacks shown by the stat block; one Maul plus Multiattack is not an extra combination. Multiattack is itself the spirit’s action.

If you issue no command, its behavior is specific: it Dodges and moves to avoid danger. It does not independently choose to attack. Since commands are verbal, effects that prevent the caster from speaking can interfere with issuing a new one. The spell does not otherwise charge an ongoing action cost for control.

Does the Beast Have to Stay Within 90 Feet?

No. The 90-foot range determines where the spirit can first appear. The spell does not give the creature a tether distance or say it disappears when it moves beyond that range.

After appearing, the spirit can travel normally while the spell continues. Practical command and communication limits still matter: it understands your languages, but the spell provides no telepathy, shared senses, or unlimited remote communication. A spirit too far away to hear a verbal command follows the spell’s no-command behavior unless a previous command still clearly applies; unusual standing orders may require DM adjudication.

Concentration, Damage, and Healing the Spirit

Summon Beast can last for 1 hour, but only while the caster maintains concentration. Damage to the caster can force Constitution saving throws, and incapacitation or beginning another concentration spell ends Summon Beast. The spirit then disappears immediately, regardless of its remaining hit points. The site’s concentration guide explains the general 2014 rules.

The spirit is a creature with hit points and can receive healing that works on a Beast. Healing it may preserve a spell slot and an important ally, but it cannot remain after the spell ends. If reduced to 0 hit points, it disappears rather than leaving a body that can be stabilized or revived.

The spirit itself does not concentrate. Damaging it does not call for a concentration save; damaging the caster does. This makes protecting the caster just as important as protecting the summoned creature.

The 200 GP Gilded Acorn Component

Summon Beast requires a feather, tuft of fur, and fish tail placed inside a gilded acorn worth at least 200 gp. The spell does not consume the acorn, so one qualifying component can be reused for every casting.

Because the component has a listed price, a normal component pouch or spellcasting focus cannot replace it. The caster must have the actual gilded acorn available and a free hand to access it, though the same hand can provide the spell’s somatic component.

The up-front price is a real limitation at low levels, but it is not a 200 gp cost per casting. If the component is lost or taken, the caster cannot cast the spell until another qualifying acorn is obtained.

Summon Beast Scaling by Spell Slot

Upcasting improves Armor Class, hit points, damage per hit, and the number of attacks at even slot levels. The Air form always has 10 fewer hit points than Land and Water.

Slot AC Air HP Land/Water HP Attacks Damage per Hit
2nd 13 20 30 1 1d8 + 6
3rd 14 25 35 1 1d8 + 7
4th 15 30 40 2 1d8 + 8
5th 16 35 45 2 1d8 + 9
6th 17 40 50 3 1d8 + 10
7th 18 45 55 3 1d8 + 11
8th 19 50 60 4 1d8 + 12
9th 20 55 65 4 1d8 + 13

The largest offensive breakpoints are 4th, 6th, and 8th level, when Multiattack adds another attack. Odd-numbered slots still add 1 AC, 5 hit points, and 1 damage per hit, but they do not increase the number of attacks.

The spirit always uses your spell attack modifier to hit. Upcasting does not directly add to that modifier; it improves as your spellcasting ability and proficiency bonus improve.

Tactical Uses and Tradeoffs

Summon Beast adds another friendly body, movement profile, and set of actions to the party. The Land form can support a front line and exploit Pack Tactics, the Air form can pressure hard-to-reach targets without provoking on its exit, and the Water form provides a capable ally in an environment where many party members struggle.

The spirit can also Help an ally, block an open space when normal movement rules allow, carry out simple physical tasks, scout with darkvision, or pursue a fleeing creature. Its Strength of 18 makes it capable of lifting and carrying according to the normal rules for a Small creature, although awkward objects, terrain, and commands remain relevant.

The tradeoffs are concentration, component access, and durability. Losing concentration can erase the remaining value of the spell immediately. The spirit’s attacks are limited to melee, and even an upcast spirit may fall quickly if several enemies focus on it. Air is mobile but less durable, while Land and Water need allies near their targets to get the most from Pack Tactics.

Summon Beast: 2014 vs. 2024 Rules

The 2024 Player’s Handbook reprints Summon Beast as a core Druid and Ranger spell. In the 2014 rules, it came from Tasha’s Cauldron of Everything through those classes’ optional expanded spell lists. That access change matters at tables that do not use the 2014 optional class features.

The spell’s actual play remains effectively the same. Both versions use the same level, casting time, range, priced component, concentration duration, three environments, command rules, form traits, Armor Class, hit points, attack count, and damage formula. The 2024 stat block renames the attack from Maul to Rend and uses updated rules terminology, but those presentation changes do not materially alter the spirit’s performance.

This page’s quick-reference table, attack name, and class-access note use the 2014 Tasha’s version.

Summon Beast FAQ

Does commanding the spirit require a bonus action?

No. You issue verbal commands without spending an action or bonus action. If you issue none, the spirit Dodges and moves to avoid danger.

Can you choose a Monster Manual beast stat block?

No. The summoned creature always uses the Bestial Spirit stat block. Its animal appearance does not grant statistics from that animal.

Can the spirit change between Air, Land, and Water?

Not during the same casting. You choose one environment when you cast the spell and keep it until the spell ends.

Does the gilded acorn get consumed?

No. It must be worth at least 200 gp, but the spell does not consume it.

Can you have two summoned beasts at once?

Normally, no. Summon Beast requires concentration, and beginning a second concentration spell ends the first. Two different casters can each maintain their own spirit.

How many attacks does the spirit make?

It makes half the spell’s level in attacks, rounded down: one attack with a 2nd- or 3rd-level slot, two with a 4th- or 5th-level slot, three with a 6th- or 7th-level slot, and four with an 8th- or 9th-level slot.