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 your spell save DC or be knocked prone.
Swift Stride. Your bond with your companion has swiftened its stride, increasing its maximum walking speed by 10 feet.
On The Lookout. With a Bond Strength of 4 or higher, your companion is comfortable sharing information about what it notices. While within 5 feet of your companion, you can replace your Wisdom modifier with theirs when making Perception checks.
Sharing is Caring. With a Bond Strength of 6 or higher, your companion is comfortable sharing some food it finds with you. Every 1d6 days, your companion can find food and fresh water for themselves and one other creature, provided that the land offers berries, small game, water, and so forth.
Interesting Alliance. With a Bond Strength of 8 or higher, your companion is willing to back you up in social situations. While within 10 feet of your companion, you gain a +1 bonus on Charisma (Persuasion) checks made against creatures with the same alignment as the companion.
Small Sentinel. With a Bond Strength of 10 or higher your companion is happy to take up a night shift. When taking a long rest, your companion can take one shift to keep watch for trouble. During this time, double their Ability modifier on Wisdom (Perception) checks.
Bonus Hit Die. Starting at Bond Strength 11, and again at Bond Strength 12, 14, 17, and 20, your companion’s hitpoint maximum increases. To do so, roll a single hit die equal to one of your companion’s hit dice and add its constitution modifier to the result. Your companion’s hitpoint maximum increases by the total.
Bond Boon. At Bond Strength 12, 15, and 19 you choose a unique benefit from the list in the Bond Boons section below.
Brave Personality. Brave companions are known to be heroes in their own right, able and ready to defend other creatures. Never turning down an adventure, they’re often found in the company of traveling parties. However, their bravery can lead to some stupid choices... like standing inside a fireball thinking they’ll “be fine.”Brave companions gain the following features:
• Their Constitution score increases by 1, to a maximum of 20.
• They have advantage on saving throws against being frightened.
• They have disadvantage on Dexterity saving throws.
• Their Intelligence score decreases by 1, to a minimum of 2
Moody Personality.
Attack. Chuck makes one Bite attack as an action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) [Slashing] damage.
Opportunity Attack. When a creature leaves Chuck's range, it may use its reaction to make one Bite attack.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Chuck is a very good Chain Chomp boy. We love him. He is small compared to his chomp brothers.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.