Beast of the Sea
Medium beast, neutral
Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier times your ranger level + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Swim: 40ft
Saving Throws Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
Skills Charge. If the beast moves at least 20 feet straight
toward a target and then hits it with a maul attack
on the same turn, the target takes an extra 1d6
slashing damage. If the target is a creature, it must
succeed on a Strength saving throw against a DC
equal to 8 + your proficiency bonus + the beast's
Strength modifier or be knocked prone.
Senses blindsight 30 ft ., passive Perception 12 +
your proficiency bonus
Languages understands the languages you speak
Special Abilities
Kinship. As a free action, you can command the
beast to dash, disengage, dodge, help, or hide. It
never requires a command to take a reaction, such
as an opportunity attack. The beast acts freely if you
are absent and will protect you or take you away
from harm if you are incapacitated.
Ready Companion. As a bonus action, you can
command the beast to attack.
Traveler. The beast doesn't suffer a penalty to its
passive Wisdom (Perception) checks while moving
at a fast pace.
Waterbreathing. Your companion can breathe only
underwater.
Actions
Maul. Melee Weapon Attack: your proficiency bonus
+ 2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 + your
proficiency bonus piercing damage.