Helping Hoof (2/Day). When Arlo uses the Help action and the check or attack he is helping with fails, the creature making the check can reroll if Arlo is within 5 feet. The creature must use the new result.
Power Absorption (2/Day). When Arlo takes damage from a spell or a magical effect, he can halve the damage he takes.
Power Distribution (2/Day). When Arlo hits with a spell attack, he can deal an extra 3 (1d6) lightning or force damage.
Spellcasting. Arlo is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following spells:
Cantrips (at will): druidcraft, light, mending, message, shocking grasp
1st level (4 slots): create or destroy water, detect magic, entangle, thunderwave
2nd level (3 slots): barkskin, enhance ability, gust of wind, ray of enfeeblement
3rd level (3 slots): meld into stone, protection from energy, vampiric touch, water breathing
Crystal Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) ludgeoning damage plus 3 (1d6) lightning damage, and, if the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
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