Small Humanoid (Tiefling), Chaotic Good
Armor Class 12
Hit Points 4 (1d4 + 4)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
14 (+2)
WIS
8 (-1)
CHA
17 (+3)
Damage Resistances Fire
Senses Darkvision, Passive Perception 10
Languages Common, Infernal, Thieves' Cant
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

You can cast thaumaturgy  at will
You can cast the darkness spell once and regain the ability to do so when you finish a long rest.

Actions

Attack restriction: Cassidy can't attack anything unless Emric Stone is Restrained or Grappled

Unarmed strike: +1 to hit, 1d4 + 2 Bludgeoning damage 

Grovel, Cower, and Beg. As an action on Cassidy's turn, you can cower in fear to distract nearby foes. Until the end of Cassidy's next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Reactions

When attacked cassidy can use hellish rebuke

 only one charge resets after a long rest

No more kids: When Cassidy is grappled she can use one unarmed strike if the strike hits and the target is a humanoid male the attack is counted as a critical hit and the target is knocked prone and paralyzed for 2 rounds

Monster Tags: NPCSidekick

Habitat: Urban

Enderknight464

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