Armor Class
12
Hit Points
25
(4d10 + 1)
Speed
25 ft., Burrow 5 ft.
STR
4
(-3)
DEX
14
(+2)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Skills
Intimidation +3, Perception +6, Survival +4
Senses
Darkvision 30 ft., Tremorsense 10ft. Radius, Passive Perception 16
Languages
--
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 piercing 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.
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.