Armor Class
11
(natural armor)
Hit Points
50
(6d10 + 18)
Speed
40 ft., Climb 30 ft.
STR
19
(+4)
DEX
10
(+0)
CON
16
(+3)
INT
2
(-4)
WIS
13
(+1)
CHA
7
(-2)
Skills
Athletics +6, Intimidation +0, Perception +3
Senses
Passive Perception 13
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Proficiency: +2
Danger Sense. Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn’t work if the sidekick is incapacitated.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Second Wind. Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.
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