Armor Class 15 Natural armor
Hit Points 18 (3d8 + 3)
Speed 30 ft., Swim 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
8 (-1)
INT
8 (-1)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws DEX +4, CHA +3
Senses Passive Perception 11
Languages Understands the languages spoken by the Beast Bondmaster, but cannot speak.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The poisonous snake has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Amphibious. The poisonous snake can breathe air and water.

Harry. The Beast Bondmaster can use a bonus action to designate one creature within 5 ft. of the poisonous snake as the poisonous snake's Harry Target. Whenever the poisonous snake makes an opportunity attack against its Harry Target, if the attack hits, the Harry Target's speed is reduced to 0 until the end of the current turn. The poisonous snake will continue to Harry the target until the target dies, the poisonous snake is incapacitated, or the Beast Bondmaster uses another bonus action to change the poisonous snake's Harry Target.

Blend In. The poisonous snake can easily blend in as a pet or wild animal. If it rouses suspicion, it has advantage on any Charisma (Deception) check it makes to avoid detection.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

Natural Poison. The Beast Bondmaster can expend one Loyalty Die and use a bonus action on the Beast Bondmaster's turn to direct the poisonous snake to make a melee weapon attack against the poisonous snake's Harry Target. On a hit, the target must make a DC 13 Constitution saving throw or take poison damage equal to twice the Loyalty Die. On a successful save, the target takes poison damage equal to the Loyalty Die.

Confound. The Beast Bondmaster can expend one Loyalty Die and use a bonus action on the Beast Bondmaster's turn to direct the poisonous snake to make a melee weapon attack against the poisonous snake's Harry Target. On a hit, the target must make a DC 13 Wisdom saving throw. On a failed save, attack rolls against the target have advantage until the start of the Beast Bondmaster's next turn. On a successful save, the next attack roll against the target has advantage. The first attack to hit before the start of the Beast Bondmaster's next turn that this ability granted advantage to takes extra damage equal to the Loyalty Die.

Second Wind. The poisonous snake gains its own Second Wind. On the Beast Bondmaster's turn, the Beast Bondmaster can use a bonus action to cause the poisonous snake to use its Second Wind, regaining hit points equal to 1d8 + the Beast Bondmaster's fighter level. Once the poisonous snake uses this feature, it must finish a short or long rest before it can use it again. This is in addition to the Beast Bondmaster's Second Wind ability, and both can be used once per short rest.

Description

This represents the beast companion for a 3rd level Beast Bondmaster 1.8 (with a proficiency bonus of +2) and a Strength or Dexterity bonus of +3.

To create this beast companion for the Beast Bondmaster 1.8, select the following options:

  • Species: Poisonous Snake
  • Size: Tiny
  • Senses: Keen Smell and Hearing
  • Movement Type: Speed 30, Swim 30
  • Features: Scout
  • Damage Type: Piercing
  • Skills: Acrobatics, Investigation
  • Tricks: Natural Poison, Confound
Kethlak

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