Medium Humanoid (Elemental), Any Alignment
Armor Class 15 (chain shirt + shield)
Hit Points 20 (3d8 + 3)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws WIS +5
Skills Arcana +3, Medicine +5, Perception +5
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Primordial Common, plus one of your choice
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting (Healer). The spellcaster’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared:

Cantrips (at will): guidance, sacred flame

1st level (3 slots): bless, cure wounds, shield of faith

  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    • When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
      • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
      • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
      • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
      • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
  • Keen Senses. You have proficiency in the Perception skill.
  • Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
    • Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Description

A sidekick is proficient with simple weapons and light and medium

Monster Tags: Sidekick

WolfTheCat79228

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