Medium Or Small Beast, Any Good Alignment
Armor Class 16 (unarmored)
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
17 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +5
Skills Athletics +6, Perception +4, Survival +4
Senses Passive Perception 14
Languages Common, plus one of your choice
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Martial Role. The warrior has one of the following traits of your choice:

Defender. The warrior gains the Protection reaction below.

Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can’t use this feature again until it finishes a short or long rest.

Improved Critical. The warrior’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't Incapacitated.

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (2d6 + 3) slashing damage if used with two hands.

Bonus Actions

Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can’t use this feature again until it finishes a short or long rest.

Reactions

Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.

Description

A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, warriors are proficient with simple and martial weapons, shields, and all armor.

Monster Tags: Sidekick

SPG2000