Horse
6/LVL+STR
Large Steed Adventuring Companion,
Charge.

1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).

  • Hooves.
Dying:

Reaction: Use Charge ability without movement requirement. Then gallop away from battle.

WOUNDS:
Town Guard Captain
8/LVL+STR
Wood-Elf Adventuring Companion, Patrol Guard
Guardian.

Reaction, 1/Round: Move 2, Interpose + Parry for allies. Advantaged for non-combatants.

Parry reduces (or imposes) LVLd4 against enemy damage.

Each turn, Choose 2:
  • Shortsword.
  • Reposition.

    Move 6.

  • Inspire.

    Allies add +1 to all Attacks (cannot miss) for 1d4 turns.

  • Intimidate.

    Enemies subtract -1 to all Attacks for 1d4 turns.

Dying:

An additional Inspire lasts for the remainder of the encounter.

WOUNDS:
9/LVLWIL
Adventuring Companion, Berzerker
Echo Step.

2 uses, recharge when crit. Reduce damage taken by LVL. If reduced to 0, spend a reaction and the attacker takes the damage instead.

Dying:

Eerie. While dying,

WOUNDS:
Halfling Assassin
8/LVLDex+
Small Halfling Adventuring Companion, the Cheat
You Caught Me Dead Handed!

Shaena can use the covered stump on her left arm to Defend for 10 damage.

Each turn, move 6, then choose 1:
  • Shiv (2x).

    On Crit: Poisoned.

  • Sunder Armor.

    On Crit: Their Armor is lowered one step until her next Turn.

Dying:

Bitter Work. When Shaena is dropped to 0 HP, the attacker becomes Poisoned.

WOUNDS:
8/LVLWIL+, INT-
Solo Partner Hero Adventuring Companion, Mage (Sorcerer)
Pyromania.

Has Advantage on attacks and ignores Resistance. Teleport 6 for free 1/Encounter.

Each turn, choose 1:
  • Fireball!

    (Range 8) 3d8 Fire damage, ricochets to another creature within 4 spaces on doubles.

  • Fireball?

    (Cone 4) DEX save or 3d8 Fire, half on save.

  • FIREBALL!!!

    (Reach 3, AoE) STR (Con) save or 2d8 Fire and Knockback 2, half damage only on save.

  • Enlarge/Reduce (2 uses).

    (Range 4) Increment or decrement a target's Size by 1 stage.

Dying:

Piff-Piff runs away and Hides (Spot DC14).

WOUNDS:
9/LVL
Small Solo Partner Hero Adventuring Companion,
Dizzying Hex (1/Round).

If a Creature hits with an attack, they must make a WIL save or miss instead.

Each turn, choose 1:
  • Hex Wrench (2x).

    (Reach 8) 2d4+5 Psychic.

  • Fakery Fumes.

    (Reach 6) Create an illusion that Taunts an enemy within Reach, INT save or Taunted by the Illusion (ends after attacking the illusion).

  • Grease Pile (1/Encounter).

    (Reach 6, 2x2 Area) The Area becomes Difficult Terrain for 1 minute. Each Creature inside makes a DEX save or become Prone, repeating the save when entering or ending their Turn in the area.

Dying:

See Ya! When Mobbu drops to 0 HP, he turns Invisible until the end of the Encounter and doesn't attack.

WOUNDS: