Large Celestial, Lawful Good
Armor Class 10
Hit Points 20 (2d10 + 4)
Speed 80 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +4, WIS +5
Condition Immunities Charmed
Senses Passive Perception 13
Languages Common Can Read and Understand ONLY, Telepathy A Companion may speak and be spoken to telepathically with its Chosen in a special language that only the two of them understand. No magical or other means can be used to detect this communication. --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Trained Mount. A Companion is intelligent and trained as a mount. Any check made to stay on a Companion's back with or without a saddle that is made by a friendly rider has advantage, any check made by a hostile rider has disadvantage. In addition when the companion's rider is a Bardic Herald, Mage Herald, Healer Herald, or Warrior Herald they receive no disadvantage to attacks made while mounted.

Tricks. A companion knows a small number of tricks that it can use on it's own if the situation calls for it. 

  • Assisted Mount: A companion can pull an unconcious, sleeping, or otherwise incapacitated humanoid onto its back without assistance using a DC 12 athletics check. On a success the companion takes its Action to kneel down, pull the creature onto its backs with its teeth, and then stand up with the creature across the saddle or back. 
  • No Thumbs: A companion can open most normal doors, stalls, and gates without assistance using its mouth to manipulate the latch or handle. Doorknobs require the companion to make a dex check DC 12 in order to succeed. At the GM's discretion particularly odd types of latches and handles may require a check.
  • Play Dumb: A companion is visually no different from a regular horse and any checks made to distinguish it from one are made with disadvantage as long as the companion takes no actions that a normal horse wouldn't make.
Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Aid Another. The Companion may take the Aid Another action so long as the Player can explain how the Companion is helping. An example might be such things as giving a player help pulling or pushing something.

Reactions

Shy Away. The companion may spend it's reaction to grant a creature that is riding it a +2 to it's AC against one attack.

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2020 11:19:47 PM
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1.0
Coming Soon

Monster Tags: NPCMisc Creaturebeast companion

Habitat: GrasslandUrban

Khaos88

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