Brute. A melee weapon deals one extra die of its damage when the knight hits with it (included in the attack).
Cunning Action. On each of his turns, the Assistant can use a bonus action to take the Dash, Disengage, or Hide action.
Machine Savvy. The Assistant has advantage on all saving throws made against The Diabolic Machine trap, and any attacks made by the trap have disadvantage against him.
Club. Melee weapon attack: [roll]1d20+5[/roll] to hit, reach 5 ft., one target. Hit: 9 [roll]2d6+3[/roll] slashing damage.
Fire Bomb (3/day). The Assistant throws a fist-sized bomb at a point within 30 feet. Creatures within a 10 foot radius must make a successful DC 13 Dexterity saving throw or take 7 [roll]2d6[/roll] fire damage.
Description
Adarien’s Laboratory Assistant is a monstrous little fellow. Whether his face and spine were twisted by some horror inflicted upon him, or whether he was born that way, not even he knows. He lives in constant pain, his body an agonizing prison that has driven him insane. He does take pride in his job, though, which is to assist Adarien, the Heartless Man, in his unholy experiments on the living and the dead. The Assistant’s “work” includes dismembering and categorizing the bodies of Adarien’s experiments, running the machinery, and looking after the laboratory during his master’s long absences. The sadistic hunchback has long since gone mad from years serving as Einham’s executioner; he can no longer even recall his own name. The little monster falsely believes that if he serves his master well enough, Adarien will give him a new body free of tortuous pain.
Comments