Medium Fey, Lawful Good
AC 13    Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 40 ft.
Mod Save
STR 12 +1 +1
DEX 17 +3 +3
CON 15 +2 +2
Mod Save
INT 22 +6 +6
WIS 17 +3 +3
CHA 23 +6 +6
Skills Perception +5, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 15
Languages Understands Elvish and Sylvan but can’t speak them
CR 1/4 (XP 50; PB +2)
Traits

Legendary Resistance (3/Day)

If Cornelius fails a saving throw, he can choose to succeed instead.

Aura of the Goodest Boy

Friendly creatures within 30 feet gain:

  • Advantage on saving throws against being frightened or charmed.
  • +2 AC while Cornelius isn't incapacitated.
  • Regain 5 hit points at the start of their turns if they have at least 1 hit point.

Emotional Support Animal

Whenever a friendly creature within 60 feet fails a saving throw, Cornelius can allow them to reroll it.

He can do this an unlimited number of times, but only once per creature each round.

Arcane Nose

Cornelius is under the effects of Detect Magic, See Invisibility, and Locate Creature at all times.

Invisible creatures cannot gain advantage against him.

Everyone's Familiar

Whenever a friendly spellcaster within 60 feet casts a spell of 1st level or higher:

Cornelius may use his reaction to grant one of the following:

  • Spell save DC +1
  • Spell attack +2
  • The caster gains temporary hit points equal to twice the spell's level.
  • One ally within 30 feet regains 2d8 hit points.

Loyal Companion

If an ally within 30 feet would drop to 0 hit points:

They instead drop to 1 HP.

Cornelius can do this three times per long rest.

Actions

Multiattack

Cornelius uses Helpful Magic twice.

Helpful Magic

Ranged Spell Attack: +9 to hit, range 60 ft.

Choose one:

Healing Fetch

One creature regains

4d8 + 8 HP

and immediately ends one of these conditions:

  • Charmed
  • Frightened
  • Poisoned
  • Paralyzed

Protective Paw

One ally gains:

  • +4 AC
  • Resistance to all damage

until the start of Cornelius's next turn.

Encouraging Bark

Up to three allies:

  • Move up to half their speed without provoking opportunity attacks.
  • Gain advantage on their next attack roll or saving throw.

Zoomies

(Recharge 5-6)

Cornelius magically runs through the battlefield.

He teleports up to six times to unoccupied spaces within 60 feet.

Each ally he appears adjacent to regains

3d8 + 6 HP

and may immediately use their reaction to move half their speed or make one weapon attack.

Tiny Kennel

(1/Day)

Cornelius creates a magical doghouse sanctuary.

20-foot-radius sphere.

For one minute:

  • Allies inside have resistance to all damage.
  • Regain 10 HP at the start of every turn.
  • Cannot be frightened or charmed.
  • Counterspell automatically fails against allied spells cast inside.
Bonus Actions

Mage Paw

Cornelius casts a modified Mage Hand.

It can administer potions, retrieve objects, activate levers, or interact with spell components.

Tail Wag

Choose one ally within 60 feet.

They gain Inspiration.

If your table doesn't use Inspiration, they instead gain advantage on every d20 roll until the start of Cornelius's next turn.

Reactions

Not My Friend!

When an ally within 30 feet is hit:

Reduce the damage by

4d10

and Cornelius teleports adjacent to that ally.

Fetch!

When an ally drops an item or is disarmed:

Cornelius immediately teleports the object back into their hand.

Legendary Actions

Cornelius can take 3 Legendary Actions, choosing from the options below.

Only one Legendary Action can be used at a time and only at the end of another creature's turn.

Boop

One ally regains

2d8 HP.

Happy Bark

One ally may immediately move half their speed.

Arcane Paw

Cornelius casts Mage Hand or Guidance.

Zoom!

(Costs 2 Actions)

Cornelius teleports up to 60 feet.

Every ally within 10 feet of his destination regains

2d8 + 6 HP.

Best Boy

(Costs 3 Actions)

Cornelius chooses one ally.

That creature immediately:

  • Ends every condition affecting it.
  • Regains 5d8 HP.
  • May immediately take one Action.

Lair and Lair Actions

Lair Actions

(Cornelius's Magical Kennel)

On initiative count 20:

Roll or choose:

  1. Snack Time
  • Every ally regains 15 HP.
  1. Arcane Biscuits
  • Every ally gains 15 temporary HP.
  1. Happy Zoomies
  • All allies teleport up to 20 feet to spaces they can see.
  1. Belly Rub Blessing
  • Allies have advantage on all attack rolls and saving throws until initiative count 20 of the next round.

Habitat: ForestPlanar (Feywild)

MageLord8521

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