Brute. A melee weapon deals one extra die of its damage when Buddy hits with it (included in the attack).
Charge. If Buddy moves at least 15 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Fey Resilience. Magic can’t put Buddy to sleep.
Foul Rejuvenation. If this creature is destroyed, it regains all of its hit points in 24 hours and reappears in an unoccupied space somewhere in the village. The rejuvenated creature is frenzied; it gains advantage on all of its melee attack rolls, and all attack rolls made against it are made with advantage.
Multiattack. Buddy makes two slam attacks; if both attacks hit a Medium or smaller creature, the target is grappled (escape DC 17) and Buddy can use his Suplex on it. Alternatively, Buddy can make two snowball attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Snowball. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) cold damage.
Suplex. Buddy slams a creature he is grappling into a solid surface. The creature must make a DC 17 Constitution saving throw. On a failed save, the target takes 12 (2d6 + 5) bludgeoning damage, and is knocked prone, and is stunned until the end of Buddy’s next turn. On a successful save, the target takes half as much damage and isn’t knocked prone or stunned.
No Sell (3/Day). When Buddy fails a saving throw, he chooses to succeed instead.