Medium Humanoid (Human), Neutral Good
Armor Class 17 Scale Armour (Including +1 Shield)
Hit Points 95 (13d8 + 5)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
17 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws STR +8, DEX +5, CON +8
Skills Athletics +8, Intimidation +5, Perception +5, Survival +5
Senses Truesight 10ft , Passive Perception 12
Languages Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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. The sidekick can use this feature twice between rests starting at 18th level.

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.

Improved Critical - Starting at 3rd level, the sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Battle Readiness - After the sidekick reaches 7th level, it has advantage on initiative rolls.

Indomitable - Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest. The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Improved Defence - At 10th level, the sidekick’s Armor Class increases by 1.

Truesight (due to Pig Talisman) - Sildar with truesight can, out to 10ft, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic.

Spellcasting. Sildar's spellcasting ability is Wisdom (spell save DC 11, +0 to hit with spell attacks).

Sunbeam 6th Level evocation (due to Pig Talisman)

  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Target: Each creature in a 5-foot-wide, 60-foot-long line
  • Components: V S M (A magnifying glass)
  • Duration: Concentration, Up to 1 minute
  • Classes: Druid, Sorcerer, Wizard
  • A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell.
  • Undead and oozes have disadvantage on this saving throw.
  • You can create a new line of radiance as your action on any turn until the spell ends.
  • For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Actions

Extra Attack - Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level.

Sword of Kings Melee Attack. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: (1d8 + 6) [Slashing] damage. Versatile (1d10 + 6)

When used against an enemy with Orc as part of their race, the blade deals double the slashing damage rolled. When used by a Devotee of The Black Dragon this weapon deals an additional 2d8 necrotic damage.

Shortbow Attack. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 1 target. Hit: (1d6 + 8) piercing damage.

Bonus Actions

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. The sidekick can use this feature twice between rests starting at 18th level.

 

Reactions

Parry - When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.

Monster Tags: Sidekick

GamerElitish

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