Either
Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.
- •Mighty Blow.2d10+LVL.
(Reach 2, up to 2 targets). Use the same roll for both.
- •Ground Slam.
(Reach 2, AoE) DC10 + half LVL (rounded down) or 1d10+LVL.
Warrior's Grit. Attacking while Dying does not cause Wounds.
Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.
- •Shoot (2x).1d10+LVL.
(Range 10)
- •Strike.1d10+LVL
Advantage VS Bloodied creatures.
Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.
- •Jab (3x).1d10+LVL
- •Sudden Rush.
Move 6, ignoring Opportunity Attacks.
When ending a Turn in a viable area, gain Hidden (Spot DC11)
Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.
- •Staff (2x).1d10+LVL Radiant or Force.
(Range 10)
- •War Dance (1 use).
(Concentration) Give all allies in the encounter Vicious VS damaged creatures and they raise their Primary die by 1 face.
Ignores Opportunity Attacks, but stops attacking.
If a Creature hits with an attack, they must make a WIL save or miss instead.
- •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.
See Ya! When Mobbu drops to 0 HP, he turns Invisible until the end of the Encounter and doesn't attack.
DC Formula: 10 + half LVL, rounded down.
Mobbu is designed to accompany a Solo player at level 5 in place of another player and is balanced more towards Monster levels than Companion levels.
Has Advantage on attacks and ignores Resistance. Teleport 6 for free 1/Encounter.
- •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.
Piff-Piff runs away and Hides (Spot DC14).
DC Formula: 10 + half LVL, rounded down.
Piff-Piff is designed to accompany a Solo player at level 3 in place of another player and is balanced more towards Monster levels than Companion levels.
Shaena can use the covered stump on her left arm to Defend for 10 damage.
- •Shiv (2x).2d4+5.
On Crit: Poisoned.
- •Sunder Armor.1d4 ADV.
On Crit: Their Armor is lowered one step until her next Turn.
Bitter Work. When Shaena is dropped to 0 HP, the attacker becomes Poisoned.
Shaena is designed to accompany a Solo player at level 5 in place of another player and is balanced more towards Monster levels than Companion levels.
All saves have Advantage while on board the Siren's Serenade.
Can Interpose for allies.
- •Swashbuckle.2d6+3
- •Peashoot.1d6+3.
(Range 8)
Scurvy Dog! The Deckhand runs for cover and only uses Peashoot. Does not take Wounds when using Peashoot from behind Cover.
A Pirate's Life stacks with Dex+, meaning they have Dex++ while aboard the Siren's Serenade.
Defend for 10 HP. Can also Interpose for allies.
- •Greatsword (2x).2d6+3
- •Heavy Crossbow.
(Range 10) 3d6+1.
Warrior's Grit. Attacking while Dying does not cause Wounds.
Zarud is designed to accompany a Solo player at level 5 in place of another player and is balanced more towards Monster levels than Companion levels.




