Charge. If the beast moves at least 20 ft straight toward a target and then hits it with a Partner Attack on the same turn, the target takes an additional 1d6 slashing damage. If the target is a creature, it must succeed on a Strength Saving Throw or be knocked Prone
Partner Attack. Ranged Attack: +5 to hit, range 60 ft., 1 target. Hit: (1d6 + 2) Psychic or Necrotic damage.
Healing Wind. active move, 3/LR Select a creature within 30 feet of your partner. Your partner heals that creature for 1d4+3 hit points.
Flamethrower. active move, 3/LR All creatures in a 20 foot cone starting from your partner must make a Dexterity saving throw against your partner’s move save DC. They take 4d6 fire damage on a failure and half of that on a success.
Puppetry: active move, 3/LR Select a creature that your partner can see within 60 feet of them. The target must make a Wisdom saving throw. On a failure, you select a cardinal direction: the target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it does provoke opportunity attacks to move in the designated direction. This effect repeats on each subsequent turn. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends.
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