| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 16 | +3 | +5 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | +5 |
Call for Help. If your attack will kill the Compy outright it can call for help, you must make a Dex saving throw of 14 or higher, upon a fail one other compy within 20 ft of you can roll to attack you +2 and the Compy you attacked will instead be reduced to 1HP.
Pack Bond. If another member of the pack is within 20 feet, the compy has advantage on strength saving throws.
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage and the target must make a Con saving throw of 13 or higher or suffer from the poisoned condition, the target will take 1d4 damage on each of their turns for one minute.
Charm. You must succeed a Wisdom saving throw or be charmed by the compy for 1 minute. While charmed you cannot cause damage to any member of the pack, roll wisdom at the start of each of your turns until you succeed or the spell ends.
Hide. Compy must succeed a stealth check against the passive perception of any enemy within 15 feet, and needs to be mostly or fully covered.
Jump. If attacked with a melee weapon or unarmed strike, the compy can make a dex save of 15 or higher to jump 5 feet in any direction and avoid damage.
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