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Either

10/LVLStr++, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Mighty Blow.+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.

Dying:

Warrior's Grit. Attacking while Dying does not cause Wounds.

WOUNDS:
8/LVLStr/Dex+, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Shoot (2x).+LVL.

    (Range 10)

  • Strike.+LVL
Dying:

Advantage VS Bloodied creatures.

WOUNDS:
5/LVLDex++, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Jab (3x).+LVL
  • Sudden Rush.

    Move 6, ignoring Opportunity Attacks.

Dying:

When ending a Turn in a viable area, gain Hidden (Spot DC11)

WOUNDS:
6/LVLWil++, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Staff (2x).+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.

Dying:

Ignores Opportunity Attacks, but stops attacking.

WOUNDS:
Goblin Alchemist
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:

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.

Kobold Sorceror
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:

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.

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:

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.

Pirate Crew Member
8/LVLDex+
Humanoid Pirate Adventuring Companion,
A Pirate's Life.

All saves have Advantage while on board the Siren's Serenade.

Sisterhood of the Sea.

Can Interpose for allies.

Each turn, choose 1:
  • Swashbuckle.
  • Peashoot..

    (Range 8)

Dying:

Scurvy Dog! The Deckhand runs for cover and only uses Peashoot. Does not take Wounds when using Peashoot from behind Cover.

WOUNDS:

A Pirate's Life stacks with Dex+, meaning they have Dex++ while aboard the Siren's Serenade.

Barbarian
12/LVLStr+
Solo Partner Hero Adventuring Companion,
Sword Block (1/Round).

Defend for 10 HP. Can also Interpose for allies.

Each turn, choose 1:
  • Greatsword (2x).
  • Heavy Crossbow.

    (Range 10) 3d6+1.

Dying:

Warrior's Grit. Attacking while Dying does not cause Wounds.

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.