The document describes various companion characters that provide benefits to the player. Each companion has a block of text describing their abilities. The abilities generally allow the companion to spend "inspiration" to enhance the player's abilities, grant temporary hit points, or provide other bonuses. The companions also track their loyalty and injuries.
The document describes various companion characters that provide benefits to the player. Each companion has a block of text describing their abilities. The abilities generally allow the companion to spend "inspiration" to enhance the player's abilities, grant temporary hit points, or provide other bonuses. The companions also track their loyalty and injuries.
The document describes various companion characters that provide benefits to the player. Each companion has a block of text describing their abilities. The abilities generally allow the companion to spend "inspiration" to enhance the player's abilities, grant temporary hit points, or provide other bonuses. The companions also track their loyalty and injuries.
Extra Supplies Extra Food [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Extra Water [ ][ ][ ]
Food. Each day, if your party cannot acquire
food by means of foraging, purchase, etc., you must instead check off an extra food box. If you cannot, you all go hungry for that day. Water. Each day, if your party cannot find drinkable water, you must instead check off an extra water box. If you cannot, you all go without water that day. Chase! Escape [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] Capture [ ][ ][ ]
Run! Make skill checks or take other actions to
get away. Get Away or Get Caught! If all ten escape boxes are checked, you get away. If all ten are unchecked, check off a capture box at the end of the round. If all three of those are checked you’ll have to stand and fight. Complications! At the end of your turn, roll 1d20 to determine a complication that will affect the next creature in the initiative order. You or that creature can spend inspiration to negate the complication. Range. Your enemies are 20 feet away from you for each escape box checked. Limited Air Suffocation [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Running Out. Check off one suffocation
box after every ___ minutes. If you perform nothing but restful activity, check off a box only half as often. Hard to Breathe. If at least five suffocation boxes are check, all party members have disadvantage on attack rolls, saving throws, and ability checks. No Air. If all ten suffocation boxes are checked, characters immediately begin to suffocate, as if they had run out of breath. Pursuing Enemy Pursuit Track [ ][ ][ ][ ][ ]
Pursuer. An enemy is on your tail! If all of
their pursuit boxes are checked, they overtake you. Speed. Check off ___ pursuit track boxed after each day of travel. Drow Scouts Pursuit Track [ ][ ][ ][ ][ ]
Pursuer. Drow scouts are on your tail! If all
of their pursuit boxes are checked, they overtake you. Swift. These scouts are fast. Check off a pursuit track box after each day of travel. Report. If the scouts overtake you and any of them live, check off a pursuit box of the Drow Main Force. Drow Scouts Pursuit Track [ ][ ][ ][ ][ ]
Pursuer. Drow scouts are on your tail! If all
of their pursuit boxes are checked, they overtake you. Swift. These scouts are fast. Check off a pursuit track box after each day of travel. Report. If the scouts overtake you and any of them live, check off a pursuit box of the Drow Main Force. Drow Main Force Pursuit Track [ ][ ][ ][ ][ ] Replacement [ ][ ][ ][ ][ ]
Pursuer. The drow are closing in. If all of
their pursuit boxes are checked, they overtake you. Legion. If any Drow Scouts are killed, check 1d4-1 (minimum 0) replacement boxes. Each day, if there are dead scouts, check another replacement box. Once all five are checked, uncheck all of them and the scouts are replaced with pursuit track boxes checked equal to those of the Drow Main Force. Eldeth Feldrun Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]
Push Comes To Shove (1/Encounter). When
you hit a creature with a melee attack, if the target is Large or smaller, Eldeth can push it 10 feet away from you. If she does, the target must make a DC 12 Strength saving throw or fall prone. The DC increases to 13 at 5th level, 14 at 11th level, and 15 at 17th level. Shield Bearer. Eldeth can spend her inspiration to force an enemy to reroll one attack against you or an ally within 10 feet. Guard (1/Encounter). If Eldeth is loyal, she can interpose herself in front of an attack that would hit you, taking the hit instead. If the attack deals 10 or more damage, Eldeth takes an injury. Stool Inspiration [ ] Loyal [ ] Injuries [ ][ ]
Rapport Spores (3/Long Rest). Every
living creature with 2 or more Intelligence within 10 feet of you can communicate telepathically with one another for 1 hour while they are within 30 of each other. Distress Spores. By spending its inspiration, Stool can grant you and your allies within 30 feet advantage on a Dexterity saving throw against one effect. Invigorating Spores (1/Short Rest). If Stool is loyal, it can produce spores that grant you or an ally within 10 feet temporary hit points equal to 1d4 + your level. Shuushar the Awakened Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Otherworldly Perception. Shuushar knows
and can tell you the location of any invisible or ethereal creature within 30 feet of you. Enlightenment. By spending his inspiration, Shuushar can cast the augury spell. Sanctuary (1/Short Rest). If Shuushar is loyal, he can cast the sanctuary spell on a willing creature within 30 feet of you. The save DC of the spell is 12, increasing to 13 at 5th level, 14 at 11th level, and 15 at 17th level. Shuushar the Unawakened Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Otherworldly Perception. Shuushar knows
and can tell you the location of any invisible or ethereal creature within 30 feet of you. Strike. When you hit with a melee attack, Shuushar can spend his inspiration to strike your foe. Your attack deals an additional 1d8 piercing damage. This damage improves to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Curse (1/Short Rest). If Shuushar is loyal, he can cast the bane spell. The save DC of the spell is 12, increasing to 13 at 5th level, 14 at 11th level, and 15 at 17th level. Buppido Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Fearless. Buppido’s unshakable confidence
rubs off on his allies. You have advantage on saving throws against being frightened. Desensitized. Buppido has seen it all. When you would gain a level of madness, Buppido can spend his inspiration to prevent you from gaining that madness. Already Got A Friend. If Buppido is loyal, you have advantage on saving throws against being charmed. Prince Derendil Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Way With Animals. Derendil grants you
advantage on Wisdom (Animal Handling) checks. Rend. When you hit with a melee attack, Derendil can spend his inspiration to take the opportunity to tear into you foe. Your attack deals an additional 2d6 slashing damage. This damage improves to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. Beastly Fury. If he is loyal, the prince’s great strength and sharp claws aid you better in battle. When making a melee attack, you score a critical hit on a 19-20. Jimjar Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Gambler (1/Encounter). By making a bet
with Jimjar on the outcome of an action, you or an ally within 30 feet of you can add 1d4 to any ability check. The bet must be made before rolling. Deep Pockets. By spending his inspiration, Jimjar can produce almost any object, so long as he could carry it in his pockets, and its value is no more than 50 gp. I Bet You Can Do It (1/Long Rest). If Jimjar is loyal, he can encourage you, granting you advantage on any attack roll, saving throw, or ability check. Ront Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Wary. Ront is a skilled warrior, ready to
pounce at any time. You can take an additional reaction during each round, which can be used only to make an opportunity attack. Crush. When you roll damage with a melee weapon attack, Ront can spend his inspiration to cause the weapon’s damage dice, and his Smash ability if applicable, to deal maximum damage. He can do this even after you roll damage, before applying it. Smash (1/Turn). If Ront is loyal, you can deal an additional 1d4 damage when you hit with a melee attack. Sarith Kzekarit Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Underdark Guide. Sarith provides advantage
on any Wisdom (Survival) checks you make to navigate in the Underdark, and Intelligence checks made to identify Underdark flora and fauna. Restorative Salve. Sarith’s knowledge of Underdark fungi allow him to cure some ailments. If he spends his inspiration, he can produce an effect identical to a lesser restoration spell on you or an ally within 10 feet, though it is nonmagical. Friends In Low Places. If he is loyal, Sarith can introduce you to a trusted contact in almost any Underdark settlement you travel to. Topsy and Turvy Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Stealthy. When you roll Dexterity (Stealth),
your result cannot be lower than 12. This improves to 13 at 5th level, 14 at 11th level, and 15 at 17th level. Backstab. When you hit a creature within 30 feet with an attack, Topsy and Turvy can spend their inspiration to cause your attack to deal 2d4 additional piercing damage. This damage improves to 4d4 at 5th level, 6d4 at 11th level, and 8d4 at 17th level. Pack Tactics (1/Encounter). If they are loyal, Topsy and Turvy can grant you advantage on a single attack roll during each of your turns for two consecutive rounds. Yuk Yuk and Spiderbait Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Alert. The Web Runners grant you advantage
on Wisdom (Perception) checks, or +5 to Passive Perception, to avoid being surprised. Bait And Switch. When an enemy misses you with a melee attack, Yuk Yuk and Spiderbait can spend their inspiration to allow you to make a weapon attack against that enemy as your reaction. Surf The Web. If Yuk Yuk and Spiderbait are loyal, your movement speed is doubled so long as you are traveling down a slope or other incline, and you have advantage on saves and checks to avoid falling over or losing your balance. Fargas Rumblefoot Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Explorer. Fargas can quickly lead you
across rough and confusing terrain, as is common in the Underdark. Your group’s travel speed is not slowed by difficult terrain. Fool’s Luck. Fargas can spend his inspiration to allow you to reroll a failed saving throw. Quick. If Fargas is loyal, your movement speed is increased by 5 feet. Glabbagool Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]
Big and Slow. You take up a 10-foot square, your
movement speed is reduced to 20 feet, but you always have half cover. No creature can pass through your space. Surprise Cube. When an enemy steps within 5 feet of you, Glabbagool can spend its inspiration to force the creature to make a DC 15 Wisdom (Perception) check. The creature takes 3d6 acid damage on a failed check, or half as much on a successful one. Matter Over Mind. If Glabbagool is loyal, he overshadows your mind’s presence. Your mind cannot be read, and you have advantage on saving throws against effects that deal psychic damage. Dawnbringer Inspiration [ ] Loyal [ ]
Magic Item. Dawnbringer is a sweet magic
sword and can be used as such. She can only be assigned to whoever is attuned to her. Restoration. Dawnbringer can spend her inspiration to cast lesser restoration. Here Comes The Sun (1/Long Rest). If she is loyal, Dawnbringer can cast the daylight spell. Hemeth Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]
Arms Dealer. You have advantage on
Wisdom and Charisma checks made when negotiating the terms of a deal or price. Death Dealer. Hemeth can spend his inspiration to allow you to make a single weapon attack. Sharpened Weapons. If Hemeth is loyal, you have a +1 bonus to weapon attack rolls. Pelek Inspiration [ ] Loyalty [ ]
Telekinesis. Pelek can cast mage hand, but
can’t otherwise interact with the world. Intervention. Pelek can spend his inspiration to intervene in your favor, allowing you to reroll one attack roll or saving throw. Friendly Ghost. If Pelek is loyal, you have advantage on saving throws against being charmed. Rumpadump Inspiration [ ] Loyal [ ] Injuries [ ][ ]
Rapport Spores (3/Day). Every living creature with 2
or more Intelligence within 10 feet of you can communicate telepathically with one another for 1 hour while they are within 30 of each other. Nasty Spores. When you hit a creature with a weapon attack, Rumpadump can spend its inspiration to cause the target to make a DC 12 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much on a successful one. The DC is 13, and the damage 5d6, at 5th level, improving to DC 14 and 8d6 at 11th level, and DC 15 and 10d6 at 17th level. Unflappable. If Rumpadump is loyal, you have advantage on saving throws against being frightened. Edylyn Mizzrym Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]
Web (1/Short Rest). Edylyn casts web.
Tentacle Rod (1/Encounter). Edylyn makes three melee attacks against a creature within 15 feet of you. The attacks have +9 to hit and deal 1d6 bludgeoning damage. If all three attacks hit, the target must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Healing Magic. Edylyn can spend her inspiration to cast cure wounds as a 2nd level spell or to cast lesser restoration. Insect Plague (1/Long Rest). If she is loyal, Edylyn casts insect plague. Sladis Vadir Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Animal Messenger (3/Long Rest). Sladis
casts animal messenger. Druidcraft. Sladis can cast druidcraft at will. Barkskin. Sladis can spend his inspiration to cast barkskin on you. His concentration cannot be broken. Goodberry. Sladis can spend his inspiration to cast goodberry. Speak With Animals. If he is loyal, you and Sladis can speak with animals as if they shared a language with you. Rystia Zav Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Trap (1/Short Rest). Rystia sets a hunting
trap (PHB p. 152) in a space adjacent to you. Like A Book. When you make a Wisdom (insight) check, after rolling but before determining the result, Rystia can spend her inspiration to cause the result to be 25. Sneak Attack (1/Encounter). If Rystia is loyal, when you hit a creature within 30 feet of you with an attack, if the attack had advantage or there is an ally within 5 feet of the target and the attack did not have disadvantage, you can cause the attack to deal 2d6 additional damage. This damage improves to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. Zilchyn “Zilch” Q’Leptin Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Misty Step (1/Encounter). You teleport up
to 30 feet to an unoccupied space Zilch can see. Lightning Bolt. Zilch can spend his inspiration to cast lightning bolt (DC 16). Evard’s Black Tentacles (1/Long Rest). If he is loyal, Zilch can cast Evard’s black tentacles (DC 16). Peebles Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Aberration Expert. You have advantage on
checks to remember information about aberrations, and you deal an additional 1d6 damage when you hit an aberration with an attack. Blur. Peebles can spend his inspiration to cast blur on you. His concentration cannot be broken. Emergency Surgery (1/Short Rest). If Peebles is loyal, before you make a death save, you can instead choose to have a roll of 20, but you gain a level of exhaustion. Amarith Coppervein Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Net (1/Short Rest). Amarith throws a net (see
PHB, p. 148) with a +7 bonus to the attack roll. Critters. Amarith can spend her inspiration to unleash distracting tiny animals on a creature within 15 feet. The creature suffers disadvantage on its next attack roll before the end of its next turn, and if it is concentrating, must make a DC 17 Constitution saving throw or lose concentration. Zoo Keeper. If she is loyal, Amarith’s knowledge of dangerous beasts causes opportunity attacks against you to suffer disadvantage. Ougalop Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Jumpy. You have a +2 bonus to initiative
rolls. Gotcha! Ougalop can attempt a grapple on your behalf by spending his inspiration. This grapple does not require you to have any free hands, and has a +7 bonus. Slippery. If Ougalop is loyal, you have advantage on ability checks and saving throws made to avoid or escape a grapple or other restraint. . Kinyel Druu’giir Inspiration [ ] Injuries [ ][ ][ ] Excess Payment: _______
Cunning Mobility (1/Encounter). You can move
up to half your speed. This movement does not provoke opportunity attacks. Poison. When you hit a creature with a weapon attack, Kinyel can spend her inspiration to cause the target to make a DC 13 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much on a successful one. The DC is 14, and the damage 4d6, at 5th level, improving to DC 15 and 7d6 at 11th level, and DC 16 and 9d6 at 17th level. Contract Kill. When you hit a creature with a weapon attack, Kinyel can cause the attack to deal 1d6 points of additional piercing damage for every 250 gp in excess payment you spend, to a maximum of 4d6. Hanne Hallen Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Ghost Sounds. Hanne can cast minor
illusion, but only to create auditory illusions. Frost Magic. When you hit with an attack, Hanne can spend her inspiration to chill the target, causing it to suffer disadvantage on its next attack roll, and reducing its movement speed by 10 feet, each until the end of its next turn. Shield (1/Short Rest). If she is loyal, Hanne can protect you with magic when you would be hit by an attack, increasing your Armor Class by 5 until the start of your next turn. This may cause the attack to miss. Kurr Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ][ ]
Antidote (1/Encounter). Kurr ends the
poisoned condition on you or an ally within 10 feet of you. In Self Defense. When you take damage from a creature, Kurr can spend his inspiration to allow you to, as your reaction, make a weapon attack against the creature that damaged you. Path of Peace. If Kurr is loyal, when you take the Dodge action, you also gain resistance to all damage until the start of your next turn. Gash Inspiration [ ] Loyal [ ] Injuries [ ][ ][ ]
Rampage. When you drop a living creature
to 0 hit points, Gash can spend his inspiration to allow you to move up to half your speed and make a single melee weapon attack. My Flesh For You (1/Round). If Gash is loyal, he can interpose himself in front of an attack that would hit you, taking the hit instead. If the attack deals 10 or more damage, Gash takes an injury. Grin Ousstyl Inspiration [ ] Injuries [ ][ ][ ]
Magic Missile (1/Encounter). Grin casts
magic missile. Apprentice. When you deal damage with a spell, Grin can spend his inspiration to cause you to deal 3d6 additional damage to all damaged targets. Cloudkill (1/Long Rest). Grin casts cloudkill (DC 16). Zelraun Roaringhorn Inspiration [ ] Injuries [ ][ ][ ]
Magic Missile. Zelraun casts magic missile,
firing only one missile. Time Stop (1/Long Rest). Zelraun can spend his inspiration to cast time stop. You and your assigned companions can act during the spell. Counterspell (1/Encounter). Zelraun casts counterspell as a 5th level spell (+5 spellcasting ability bonus). Torea Strayl Inspiration [ ] Injuries [ ][ ][ ][ ]
Hammer of War. Torea strikes in time with
your attacks. You have +1 to melee attack and damage rolls. Lay on Hands. Torea can spend her inspiration to heal you or an ally within 10 feet by 40 hit points. Aura of Protection. You have a +2 bonus to all saving throws. Morista Malkin Inspiration [ ] Injuries [ ][ ][ ]
Scoutmaster. Your movement speed is
increased by 5 feet. Honed Reflexes. When you roll initiative, Morista can spend her inspiration to allow you to reroll, taking the better result. If she does and you are surprised, you are no longer surprised. Longshot (1/Turn). When you hit with a ranged attack, you deal an additional 1d8 piercing damage. Khalessa Draga Inspiration [ ] Injuries [ ][ ][ ]
Spymaster. You have advantage on
Dexterity (Stealth) and Charisma (Deception) checks. Uncanny Dodge. When you are hit by an attack, Khalessa can spend her inspiration to cause you to take only half damage. Sneak Attack (1/Turn). When you hit a creature within 30 feet of you with an attack, if the attack had advantage or there is an ally within 5 feet of the target and the attack did not have disadvantage, you can cause the attack to deal 2d6 additional damage. Aljanor Keenblade Inspiration [ ] Injuries [ ][ ][ ][ ][ ]
Knight’s Blade (1/Turn). When you hit
with a melee attack, you deal an additional 1d8 slashing damage. Knight’s Shield. When you take damage from an attack, Aljanor can spend his inspiration to take the hit instead. If the damage dealt by the attack is 10 or more, Aljanor takes an injury. Knight’s Armor. Aljanor provides you a +1 bonus to armor class. Davra Jassur Inspiration [ ] Injuries [ ][ ][ ]
Evasion. If you are subjected to an effect
that allows you to make a Dexterity save to take half damage, you take no damage on a successful save, and half damage on a failure. Vanish. Davra can spend her inspiration to cause you to turn invisible until the end of your next turn, or until you attack or cast a spell. Assassinate (1/Encounter). When you hit a creature within 30 feet of you with an attack, you can cause the attack to become a critical hit. Shield Guardian Injuries [ ][ ][ ][ ][ ][ ]
Amulet. The shield guardian can only be
assigned to a creature attuned to its amulet. Shield (1/Round). When you are attacked, after the roll but before the effects are applied, the shield guardian can grant you a +2 bonus to AC against that attack, possibly causing it to miss. Bound (1/Encounter). When you take damage, the shield guardian can cause you to take half of that damage instead. If the damage prevented in this way is 10 or more, the guardian takes an injury. Veteran Squad Injuries [ ][ ][ ][ ]
Assault. When you hit with an attack, you
deal an additional 3 points of damage. This bonus is reduced to 2 if the squad has two or more injuries. Phalanx (1/Encounter). The veterans form a defensive perimeter. Attacks against you have disadvantage until the start of your next turn. Loss of Soldiers. The squad cannot recover from injuries. Dwarven Scouts Injuries [ ][ ][ ]
Spotters. You have advantage on Wisdom
(Perception) checks, which grants you +5 to your passive Perception. Fire At Will (1/Encounter). When you hit with an attack, you deal an additional 2d8 piercing damage. This bonus damage is reduced to 1d8 if the scouts have two injuries. Loss of Soldiers. The scouts cannot recover from injuries. Dwarven Scouts Injuries [ ][ ][ ]
Spotters. You have advantage on Wisdom
(Perception) checks, which grants you +5 to your passive Perception. Fire At Will (1/Encounter). When you hit with an attack, you deal an additional 2d8 piercing damage. This bonus damage is reduced to 1d8 if the scouts have two injuries. Loss of Soldiers. The scouts cannot recover from injuries. Dwarven Guards Injuries [ ][ ][ ]
Support. When you hit with an attack, you
deal an additional 2 points of damage. This bonus is reduced to 1 if the guards have two injuries. Block (1/Encounter). The guards can interpose themselves in front of an attack that would hit you, taking the hit instead. If the attack deals 10 or more damage, the guards take an injury. Loss of Soldiers. The guards cannot recover from injuries. Dwarven Guards Injuries [ ][ ][ ]
Support. When you hit with an attack, you
deal an additional 2 points of damage. This bonus is reduced to 1 if the guards have two injuries. Block (1/Encounter). The guards can interpose themselves in front of an attack that would hit you, taking the hit instead. If the attack deals 10 or more damage, the guards take an injury. Loss of Soldiers. The guards cannot recover from injuries. Spies Injuries [ ][ ][ ]
Stealthy. When you roll Dexterity (Stealth),
your result cannot be lower than 15. Sneak Attack (1/Encounter). When you hit a creature within 30 feet of you with an attack, if the attack had advantage or there is an ally within 5 feet of the target and the attack did not have disadvantage, you can cause the attack to deal 3d6 additional damage. This bonus damage is reduced to 2d6 if the spies have an injury, and to 1d6 if they have two injuries. Loss of Soldiers. The spies cannot recover from injuries. Spies Injuries [ ][ ][ ]
Stealthy. When you roll Dexterity (Stealth),
your result cannot be lower than 15. Sneak Attack (1/Encounter). When you hit a creature within 30 feet of you with an attack, if the attack had advantage or there is an ally within 5 feet of the target and the attack did not have disadvantage, you can cause the attack to deal 3d6 additional damage. This bonus damage is reduced to 2d6 if the spies have an injury, and to 1d6 if they have two injuries. Loss of Soldiers. The spies cannot recover from injuries. Thugs Injuries [ ][ ][ ]
Bruisers. When you hit with an attack, you
deal an additional 2 points of damage. This bonus is reduced to 1 if the thugs have an injury. Gang Up (1/Encounter). You gain advantage on one melee attack roll you make. Loss of Soldiers. The thugs cannot recover from injuries. Thugs Injuries [ ][ ][ ]
Bruisers. When you hit with an attack, you
deal an additional 2 points of damage. This bonus is reduced to 1 if the thugs have an injury. Gang Up (1/Encounter). You gain advantage on one melee attack roll you make. Loss of Soldiers. The thugs cannot recover from injuries. Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]
Mount. The Giant Riding Lizard functions as
a Large mount with a speed of 30 feet and a climb speed of 30 feet. Climbing Saddle. You can strap yourself into your saddle, or unstrap yourself, as an action. While strapped in, you have advantage on checks and saves made to avoid dismounting, and you do not risk falling while climbing. Sticky Tongue (1/Encounter). If the lizard is loyal, when you hit with a melee attack, you can also grapple the target (Escape DC 15). This grapple does not require you to have any free hands. Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]
Mount. The Giant Riding Lizard functions as
a Large mount with a speed of 30 feet and a climb speed of 30 feet. Climbing Saddle. You can strap yourself into your saddle, or unstrap yourself, as an action. While strapped in, you have advantage on checks and saves made to avoid dismounting, and you do not risk falling while climbing. Sticky Tongue (1/Encounter). If the lizard is loyal, when you hit with a melee attack, you can also grapple the target (Escape DC 15). This grapple does not require you to have any free hands. Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]
Mount. The Giant Riding Lizard functions as
a Large mount with a speed of 30 feet and a climb speed of 30 feet. Climbing Saddle. You can strap yourself into your saddle, or unstrap yourself, as an action. While strapped in, you have advantage on checks and saves made to avoid dismounting, and you do not risk falling while climbing. Sticky Tongue (1/Encounter). If the lizard is loyal, when you hit with a melee attack, you can also grapple the target (Escape DC 15). This grapple does not require you to have any free hands. Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]
Mount. The Giant Riding Lizard functions as
a Large mount with a speed of 30 feet and a climb speed of 30 feet. Climbing Saddle. You can strap yourself into your saddle, or unstrap yourself, as an action. While strapped in, you have advantage on checks and saves made to avoid dismounting, and you do not risk falling while climbing. Sticky Tongue (1/Encounter). If the lizard is loyal, when you hit with a melee attack, you can also grapple the target (Escape DC 15). This grapple does not require you to have any free hands. Giant Riding Lizard Loyal [ ] Injuries [ ][ ][ ]
Mount. The Giant Riding Lizard functions as
a Large mount with a speed of 30 feet and a climb speed of 30 feet. Climbing Saddle. You can strap yourself into your saddle, or unstrap yourself, as an action. While strapped in, you have advantage on checks and saves made to avoid dismounting, and you do not risk falling while climbing. Sticky Tongue (1/Encounter). If the lizard is loyal, when you hit with a melee attack, you can also grapple the target (Escape DC 15). This grapple does not require you to have any free hands. Earth Elemental Loyal [ ] Injuries [ ][ ][ ][ ][ ][ ]
Stone Fists (1/Turn). When you hit a
creature within 20 feet of you with an attack, the attack deals an additional 2d8 bludgeoning damage. Tank It (1/Encounter). If the elemental is loyal, when you are hit by an attack, the earth elemental can take the hit instead. If the attack deals 10 or more damage, the elemental takes an injury. Svirfneblin Archers Artillery. When you hit with an attack, you deal an additional 2 points of damage. Svirfneblin Archers Artillery. When you hit with an attack, you deal an additional 2 points of damage. Svirfneblin Archers Artillery. When you hit with an attack, you deal an additional 2 points of damage. Svirfneblin Archers Artillery. When you hit with an attack, you deal an additional 2 points of damage. Svirfneblin Archers Artillery. When you hit with an attack, you deal an additional 2 points of damage. Ghosts Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll one attack roll or saving throw. Ghosts Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll one attack roll or saving throw. Ghosts Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll one attack roll or saving throw. Ghosts Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll one attack roll or saving throw. Ghosts Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll one attack roll or saving throw. Modron March Injuries [ ][ ][ ][ ]
Support. When you hit with an attack, you
deal an additional 2 points of damage. This bonus is reduced to 1 if the march has two injuries. March of the Machines. You and your group can travel at a fast pace without penalty to Wisdom (Perception) checks or Passive Perception. Loss of Soldiers. The march cannot recover from injuries. Myconid Warriors Injuries [ ][ ][ ][ ][ ]
Multiple Assignment. The myconid
warriors are assigned to the whole party at once. They take injuries only from their Protection ability. Protection (1/Round). When a party member would be hit by an attack, the myconid warriors can protect them, taking the hit instead. If they do, they take one injury. Loss of Soldiers. The warriors cannot recover from injuries. Carrion Crawler Loyal [ ] Injuries [ ][ ][ ]
Mount. The Carrion Crawler functions as a
Large mount with a speed of 30 feet and a climb speed of 30 feet. Climbing Saddle. You can strap yourself into your saddle, or unstrap yourself, as an action. While strapped in, you have advantage on checks and saves made to avoid dismounting, and you do not risk falling while climbing. Tentacles (1/Short Rest). If the crawler is loyal, when you hit with a melee attack, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Hook Horror Age [ ][ ] Injuries [ ][ ]
Echolocation. The hook horror can
communicate the location of anything it can see with its 60-foot blindsight. Climber. If the hook horror has at least one age box checked, climbing does not cost you additional movement. Hooks (1/Encounter). If the hook horror has at least one age box checked, when you hit a creature within 30 feet with an attack, you can deal an additional 1d6 piercing damage. If two age boxes are checked, the damage is 2d6 instead. Red Wyrmling Age [ ][ ] Injuries [ ][ ]
Bite (1/Encounter). When you hit a creature
with a melee attack, you can deal an additional 1d6 piercing damage. If at least one age box is checked, you also deal an additional 1d6 fire damage. Fire Breath (1/Encounter). If it has at least one age box checked, the wyrmling exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. If two age boxes are checked, the DC is 13 and the damage is 7d6. Basilisk Age [ ][ ] Injuries [ ][ ]
Poison (1/Encounter). When you hit a
creature with a melee attack, you can deal an additional 1d6 poison damage. If at least one age box is checked, the damage is 2d6 instead. Petrifying Gaze (1/Short Rest). If at least one age box is checked, the basilisk can force a creature it can see, that can see it, to make a DC 9 Constitution saving throw. On a failed save, the creature is restrained, and must repeat the save at the end of its next turn, becoming petrified on a failed save, or ending the effect on a success. If two age boxes are checked, the DC is 12.