Medium Beast, Any Alignment
Armor Class 13 (natural armor)
Hit Points 40 (4d8 + 8)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +4, CON +3
Skills Acrobatics +4, Athletics +3, Perception +3, Survival +3
Senses Passive Perception 13
Languages Understands Common, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Martial Role (Defender). The warrior gains the Protection reaction below.

Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can’t use this feature again until it finishes a short or long rest.

Improved Critical. The warrior’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Bonus Actions

Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10+3. 

Reactions

Protection. The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.

Description

A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, warriors are proficient with simple and martial weapons, shields, and all armor.

Monster Tags: Sidekick

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