Improved Critical. Big Earl's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Keen Hearing and Smell. Big Earl has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Standing Leap. Big Earl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Musket. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 1) piercing damage.
Second Wind (1 Use, Recharges on a Short or Long Rest). Big Earl regains 1d10 + 3 hit points.
Defender. Big Earl imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t itself, provided Big Earl can see the attacker.
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