Construct. The friend doesn’t need to eat, drink, sleep, or breathe.
Numbing connection. The controller of the friend gains advantage on saving throws against the frightened condition.
Instinctive servant. The friend does not roll it's own iniative during combat. Instead, it acts before or after its controller. When no other command is given, it violently acts to protect its controller.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+ 1) slashing damage.
Ember breath. (1/Day) The friend exhales a breath of embers and flames. All creatures in a 15 ft cone must succeed on a DC 11 Dexterity Saving throw or be put on fire, taking 1d6 damage at the start of their round. The fire persists until put out as an action or by other means.
Terrifying Glare. (1/Day) The friend targets one creature it can see within 30 feet of it. If the target can see the creature, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the creatures next turn. While frightened, the target cannot use reactions. Once a creature has saved against the Terrifying Glare, it is immune to its effect for 24 hours.
Guard. When a creature makes an attack against the controller of the friend, the friend grants a +2 bonus to the wearer's AC if the friend is within 5 feet of the controller.
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