Large Monstrosity, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 200 (18d10 + 86)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
3 (-4)
WIS
6 (-2)
CHA
10 (+0)
Saving Throws STR +10, DEX +7, CON +10
Skills Acrobatics +7, Athletics +10, Deception +10, Perception +3, Performance +5, Stealth +12, Survival +3
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Helpful: Cinnamon Role can take the Help action as a bonus action.

Coordinated Strike: When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. 

Inspiring Help: When the sidekick takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target.

Cunning Action: On it's turn in combat, it can take the Dash, Disengage, and [Tooltip Not Found] as a bonus action.

Evasion:When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed.

Actor: Gains advantage when using perform or deception to pretend to be someone else. If Cinnamon Roll listens to someone for a minute he can imitate there voice.

Tavern Brawler: Cinnamon Roll is proficient in improvised weapons. Whenever he his with an unarmed attack or an improvised weapon he can grapple his target as a bonus action.

Mobile: Cinnamon Roll's speed increases by 10 feet. When Cinnamon Roll uses the Dash action, difficult terrain doesn't cost you extra movement on that turn. When Cinnamon Roll make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Ring of Invisibility: While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Actions

Multiattack. The gray render makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. 

Reactions

Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.

Monster Tags: Sidekick

Habitat: ForestHill

Dark_Elf_Daddy

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