Small Monstrosity, Unaligned
Armor Class 19
Hit Points 80 (7d10 + 21)
Speed 30 ft., Fly 80 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +3, WIS +4
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 12
Languages -- Same as the Paladin who summons it.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Fay Essence. When you summon the creature you can choose a damage type. The creatures attack is then infused with this essence, any damage it does is of this type and it's attacks count as magical.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6(1d6+5) piercing damage of a type determined by the Fey Essence.

Reactions

Infused Strikes. When another creature within 30 feet of the companion that it can see hits with a weapon attack, the creature may infuse the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Fey Essence.

Description

You can magically summon the fey friend bound to you. As a bonus action, you can summon the creature, which appears in an unoccupied space of your choice that you can see within 30 feet of you.

The friend is friendly to you and your companions and obeys your commands. See its game statistics in the Fey Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type for it's Essence trait. You can determine the cosmetic characteristics of the creature such as its color, scale texture, or any visible effect of its Fey Essence; your choice has no effect on its game statistics.

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

Once you summon the companion, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

The companion remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the creature again, or until you die. 

Habitat: ArcticCoastalGrasslandHillMountain

Sasfury

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