Large Humanoid, Any Alignment
Armor Class 21 Natural armor
Hit Points 123 (12d8 + 42)
Speed 45 ft.
STR
28 (+9)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +13, DEX +8, CON +8
Skills Athletics +8, Perception +5, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Passive Perception 20
Languages Common, plus one of your choice
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Battle Readiness. The warrior has advantage on initiative rolls.

Improved Critical. The ant-matter man attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Improved Defense. The ant-matter man AC increases by 1.

Indomitable (2/Day).  ant-matter man can reroll a saving throw that it fails, but it must use the new result.

Attacker. ant-matter man gains a +2 bonus to attack rolls.

Second Wind . The warrior can use a bonus action on its turn to regain hit points equal to 1d20 + its level.

Actions

Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.

Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning, or 9 (2d10 + 8) slashing damage if used with two hands.

anti-matter. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 4 (1d10 + 4) piercing damage.

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

karbn

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