Heightened Sense. will become visibly agitated in the presence of danger from beasts, or if sensing large amounts of dry blood (eg near some forms of traps), will become visibly excited in the presence of gold coins. Handler must issue a silence command to stop behaviour.
Fast Reflexes: Has advantage on all dexterity checks, on being attacked the Hit Roll must be higher than a DEX check.
Protect Handler. automatically attempt heal if the handler reaches 0 HP in combat.
Follow Handler. If the handler becomes unconscious through means other than combat, follow with stealth and attempt to revive after 1 hour.
Heal. Use magic potions of healing on learned targets.
Harrass. Distract Creature (pointed at) by jumping and dodging and scratching Melee Claw Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Bite. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 + 2) piercing damage.
Learned Actions
Level 2: Fetch: an object (less than 5lbs) that has been thrown by the handler
Level 3: Stealth: moves at half speed and will only wave arms if heightened sense is triggered
Level 5: Poison: a creature pointed at by handler
Level 7: Cast: one cantrip, plus an additional one at levels 11 and 15
Description
The highly intelligent Capuchin can learn actions from its handler consisting of an action and target. Hit Dice: 1d8
Learned Targets
Level 1: (me, mama, papa etc) - Apply actions to owner
Level 3: (creature) - Apply any action to a creature pointed at by handler
Items
Magic items can be worn or carried up to a maximum of 5 lbs in weight. The affect applies to the Capuchin.
Armour
Special armour can be tailored but must be from pliable materials like leather, or else take a significant reduction on Dexterity.
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