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CheschireCat

6/LVLDEX+
Shapeshifted Adventuring Companion, The Zephyr
Companion.

Can Interpose for you ("I'm hee-hee-hee-heeerphhhr!")

Manestrider.

2/ENC, when it moves through an ally via Windstep, they can move with you and land next to you at the end of movement.

Each turn, choose 1:
  • Windstep.

    Move 8 ignoring difficult terrain and creatures; all enemies on the path roll STR or DEX DC 10, on fail they are Prone.

  • Open Hoof Attack.

    Move 6, then 1d8 bludgeoning, +LVL if moved 4 in a straight line.

Dying:

Maneful Bow. (1/ENC) When Brother Stallion drops to 0 HP, his attacker is Charmed by him until he is the last enemy standing or is attacked. "You were a great oppphrr-onent!"

WOUNDS:
6/LVLWIL +
Heroic Mentor Adventuring Companion, The Commander
Leave Master Alone!

LVL/ENC, heroes can Interpose and Defend for him for free.

Each turn, move 4 then choose 1:
  • Tsk Tsk!

    (Range 6, target a hero!) LVL*2 psychic damage, then grant ADV2 on the next attack or save.

  • Must I Always Explain Everything...

    (Range 4, target a hero) The next time the hero is attacked, the Mentor pushes them 2 squares towards them; if the hero is beyond Range of the attack, the attack fails. Gain 1d4 Doubt.

Dying:

Avenge Me, My Pupils! (1/ENC) When Ithaek drops to 0 HP, grant 1 action to all heroes within Reach 12. If they choose to use it to Move towards Ithaek, they can use it as a Reaction.

WOUNDS:

Doubt is a mechanic from Blue's Codex which I find really fun.

Made for Monstery Monday Week 61: Companions.

3/LVL
Small Spellslinger Adventuring Companion, The Mage
Twenty Paces Duel.

At exactly 6 squares of an enemy without adjacent allies or enemies: attacks can't miss and deal 2x damage.

Each turn, choose 1:
  • Flame Pistol Fingers.

    Move 6, then (Range 6) 1d6 fire to 2 targets. +1 target every 5 levels.

  • High Noon Laser.

    (Range 6) 1d12 fire, on crit: foe is Blinded (end DC 10).

Dying:

Scoped Foe. (1/ENC) When PewPew drops to 0 HP, his attacker rolls STR DC 14; is marked. All attacks on a marked target crit one point under maximum (ex. 5 and 6 on a d6). "Pardner, hope you won't mind finishin' that for me?'

WOUNDS:

A gnome who knows his way around horsies. Life's full of wonders, innit?

Made for Monster Monday 45 - High Noon.

5/LVLDEX+
Noble Adventuring Companion, The Songweaver
Words of Inspiration.

2/ENC, an ally can reroll one single die from an attack or a save (keep either result).

Each turn, move 3 then choose 1:
  • Haughty Retort.(Range 8) ,.

    on hit: give DIS on attacks for the next turn. +2 damage every 5 levels.

  • Shoo, Shoo!(Reach 2).

    A Dancer moves 3 away in the direction of his choice.

Dying:

It's Them! (1/ENC) When Ser Caspian drops to 0 HP, all Dancers move 3 away from the combat and enemies can't Hide anymore.

WOUNDS:

Made for Monster Monday Week 41: Celebration!

3/LVLWIL+
Undead Adventuring Companion, The Shadowmancer
Companion.

Can Interpose for friends (but would rather not... he's all bones!)

Curse Magnet.

1/ENC, transfers a Condition from a friend onto himself (including Wounds).

Each turn, move 6 then choose 1:
  • Cursed Blast.

    (Range 8) 1d12 necrotic, +5 per Condition suffered currently. Ignores DIS.

  • Churning Jinx.

    (Reach 2) A creature rolls WIL DC 10, on fail: inflicts one of the following Conditions: Dazed, Frightened, Poisoned, Slowed, Taunted (tether to an ally at Reach 6).

Dying:

Pandora's Blurt. 1/ENC, when Smelly Skelly drops to 0 HP, he inflicts Churning Jinx to one enemy per Condition afflicting him.

WOUNDS:

Reanimated by a pretty chill necromancer in their experimentations with undying curses, when his master finally met true death, he found a new purpose by siphoning those energies into his "body". He says they all taste different. He's a curse gourmet now.

Made for Monster Monday Week 43: Cursed.

3/LVLWIL+
Undead Adventuring Companion, The Hexbinder
Companion.

Can Interpose for friends (but would rather not... he's all bones!)

Curse Magnet.

1/ENC, transfers a Condition from a friend onto himself (including Wounds).

Each turn, move 6 then choose 1:
  • (Range 4) 1d4 necrotic (ignoring armor), +1 damage every 5 levels. On hit: inflict either Frenzied or Withered until the next turn.

  • Churning Jinx.

    (Reach 2, AoE) Each enemy rolls WIL DC 10, on fail: inflicts one of the following Conditions: Dazed, Frightened, Poisoned, Slowed, Taunted (tether to an ally at Reach 6).

Dying:

Pandora's Blurt. 1/ENC, when Smelly Skelly drops to 0 HP, he uses Churning Jinx at Reach 12 and DC 12.

WOUNDS:

Reanimated by a pretty chill necromancer in their experimentations with undying curses, when his master finally met true death, he found a new purpose by siphoning those energies into his "body". He says they all taste different. He's a curse gourmet now.

Made for Monster Monday Week 43: Cursed.