Medium unknown, Neutral Evil
Armor Class 20 unarmed armor
Hit Points 420 (20d8 + 100)
Speed 120 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
13 (+1)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws DEX +11, WIS +11
Skills Athletics +11
Condition Immunities Charmed, Frightened, Restrained
Senses Passive Perception 21
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Evasion. 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.

Magical Weapons. The attacks are magical.

Actions

Multiattack. The sidekick makes two attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d10 + 5) bludgeoning/slashing damage and 3d6 necrotic.

Bonus Actions

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d10 + 5) bludgeoning/slashing damage and 3d6 necrotic.

Empty Body (1/Day). The sidekick becomes invisible for 1 hour or until he makes an attack.

 

Stunning Strike (3 uses). The sidekick makes an unarmed strike, on a hit the target is stunned until the start of the sidekick's next turn.

Quick Action (20/Day). The sidekick takes one of the following actions:

Dash. The sidekick movement is doubled for this turn.

Disengage. The sidekick doesn't provoke opportunity attacks on this turn.

Dodge. Until the start of its next turn, all attacks made against the sidekick are made with disadvantage.

Flurry of Blows. The sidekick makes two unarmed strikes.

Reactions

Deflect Missile. As a reaction, the sidekick deflects a ranged weapon attack to the attacker dealing the damage he should have taken.

Description

 

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2023 4:03:09 PM
6
1
1
Coming Soon
SetesMaat

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