Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Attacker. The sidekick gains a +2 bonus to all attack rolls.
Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Skill Expert Feat. +1 Strength, Acrobatics Proficiency, Athletics Expertise.
Extra Attack. The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.
If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 +6. Once it uses this feature, it must finish a short or long rest before it can use it again.
Description
Sir Bearington (a mocking epithet) was used for sport in a bear-pit all his adult life, until the gate was left poorly secured and Bearington escaped. After four four days wondering the wilds, he stumbled across an adventuring party and joined their cause.
Lair and Lair Actions
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