Small Monstrosity, Typically Chaotic Evil
Armor Class 17 (studded leather armor)
Hit Points 94 (21d6 + 21)
Speed 40 ft., Climb 40 ft.
STR
10 (+0)
DEX
20 (+5)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +11, WIS +6
Senses Darkvision 60 ft., Passive Perception 22
Languages Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.

Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.

Web Walker. The chitine ignores movement restrictions caused by webbing.

Mobile. When the sidekick takes the Dash action, difficult terrain doesn’t cost it any extra movement on that turn. When the sidekick makes a melee attack against a creature, it doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether it hit or not.

Expert Sharpshooter.  Attacking at long range doesn’t impose disadvantage on the sidekick’s ranged weapon attack rolls. The sidekicks’s ranged weapon attacks ignore half cover and there-quarters cover. Before the sidekick makes a ranged weapon attack with a weapon that it is proficient with, it can choose to take a –5 penalty to the attack roll. If the attack hits, it adds +10 to the attack’s damage.

Special Equipment. The sidekick has a Dagger, +1 that requires attunement. When used to make a ranged attack, it returns to the wielder’s hand immediately after the attack.

Coordinated Strike. The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Evasion. Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn’t benefit from this feature while Incapacitated.

Inspiring Help. When the sidekick takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target.

Reliable Talent. The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Actions

Multiattack. The chitine makes three Dagger attacks.

Dagger +1. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. When used to make a ranged attack, it returns to the chitine’s hand immediately after the attack.

Bonus Actions

Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action. The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Previous Versions

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Habitat: Underdark

Eloadia

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