Veteran. Proficient with all types of armor and shields as well as all simple and martial weapons that lack the special property.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4+2) bludgeoning damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Fire Breath (2/Day). Caeldrim exhales fire in an 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save.
Second Wind. The sidekick can use a bonus action on its turn to regain 7 (1d10 + 2) hit points. Once it uses this feature, it must finish a short or long rest before it can use it again.
Unstable Reaction. Caeldrim can ignite any one flammable object as a bonus action.
Interception. When a creature that the sidekick can see hits a target, other than them, within 5 feet of them with an attack, they can use their reaction to reduce the damage the target takes by 7 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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