Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (Breastplate)
Hit Points 28 (6d8)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +4
Skills Acrobatics +4, Arcana +4, Nature +4, Performance +3
Senses Passive Perception 12
Languages Common plus any two languages
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Spellcasting. Their spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the caster must provide additional material components whose value in gold pieces is 20 times the spell’s level. These components are consumed when the ritual is finished. They knows the following spells:

At will: mage hand, prestidigitation

Rituals: knock

Extra Spells : Minor illusion, thaumaturgy. Ritual only: disguise self.

Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Actions

Rapier. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 +4. Once it uses this feature, it must finish a short or long rest before it can use it again.

Reactions

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Robbiegmr6

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