Medium Elemental, Neutral
Armor Class 17
Hit Points 149 (16d6 + 80)
Speed 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws DEX +10
Skills Arcana +7, Athletics +6, History +12, Nature +7, Perception +11, Religion +12, Stealth +15
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 21
Languages Common, Loxodon Tool Proficiency: Calligraphy & Cartography
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

 Helpful
The sidekick can take the Help action as a bonus action.

Cunning Action
On its turn in combat, it can take the Dash, Disengage, or Hide 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.

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.

Inspiring Help
When the sidekick takes the Help action, the creature who receives the help also gains a ld6 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. At 20th level, the bonus increases to 2d6.

Reliable Talent
The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Sharp Mind
The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.

Actions

Longbow
Range: 150/600ft
To hit: +10
Damage: 1d8+5 (+2d6 if used helpful)

Rapier
Reach: 5ft
To hit: +10
Damage: 1d8+5 (+2d6 if used helpful)

Bonus Actions

Cunning Action
On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Helpful
The sidekick 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.

Reactions

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.

Description

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you 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.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2021 2:32:15 PM
3
0
--
Coming Soon
HydroPat

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