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SanityWithIn

Townsman 1
3/LVL
Adventuring Companion, Commoner
Companion.

Can interpose for friends (but probably shouldn't).

Cheer!

(1/encounter) After an ally is bloodied: That ally gains 2xLVL temporary HP.

Each turn, move 6 then choose 1:
  • Run & Hide.

    Move 6. If behind cover, you are hidden.

  • Boastful Praise.

    1d4 psychic. On hit: Taunted by an ally.

Dying:

Begging for mercy. Reduce all Primary Dice rolled against you by 1.

WOUNDS:

By the stars the great and mighty champion in the flesh! I can't belive it!

Monk
6/LVLDex+
Celestial Adventuring Companion, Zephyr
Companion.

Can interpose for friends.

Infuse Strength.

(1/encounter) Your attacks roll with advantage and heal this round instead of dealing damage.

Each turn, move 8 then choose 1:
  • Soul Strike.

    1d8 (ignores armor). +3 every 5 levels.

  • Guardian Angel.

    Move an ally in reach 8 adjacent to you.

Dying:

Celestial Blessing (1/encounter). Gain 10+LVL temporary HP and refresh Infuse Strength.

WOUNDS:
Cat
4/LVLDEX+
Small Beast Adventuring Companion, Trickster
Companion.

Can interpose for friends (but usually doesn't).

Illusory Aura.

Attacks against you have Disadvantage 2. Damage supresses this effect for 1 turn.

Each turn, choose 1:
  • Ravage..

    +2 damage every 5 levels.

  • Illusory Threat.

    (Reach: 4) Create an Opening on target creature.

Dying:

Major Illusion. When Blink drops to 0HP, she conjures the illusion of a dragon that frightens enemies for 1 round.

WOUNDS:
Specter
3/LVLWIL+
Adventuring Companion, Ghost - Psion
Spectral Companion.

Immune to physical damage. Can take 1d6 psychic damage to telekinetically interpose for friends within reach 3.

Restless Spirit.

On death: Reforms at the Forbidden Section of the Library after a safe rest.

Each turn, move 6 then choose 1:
  • Psionic Spike.

    (Reach: 3) 1d6 psychic (ignoring armor). +3 every 5 levels.

  • Telekinetic Fling.

    Forcefully move an ally or minion up to 6 spaces.

Dying:

Psionic Feedback. (1/encounter) When Coran drops to 0HP, he deals 3d6 psychic damage to the nearest enemy. +5 every 5 levels.

WOUNDS:
Crawling Hand
5/LVLSTR+
Large Undead Adventuring Companion, Handy Helper
Companion.

Can interpose for friends.

Open Palm Technique.

Adjacent allies have cover.

Each turn, move 6 then choose 1:
  • Clenched Fist.

    1d4. On hit: Grappled (escape DC 10). DC +2 every 5 levels.

  • Flick.

    Knockback a medium or smaller creature 2 spaces. +2 spaces every 5 levels.

Dying:

High Five! When Pinky drops to 0HP, he can jump 5 spaces. Adjacent enemies are knocked prone.

WOUNDS:
Human Sorceress
5/LVLINT+
Human Adventuring Companion, Necromancer
Companion.

Can interpose for friends (but you are not her friend!)

Necromancy.

On kill: Summon a Skeleton Minion (size:d4).

Each turn, move 6 then choose 1:
  • Sword of Many Hands..

    On Crit: Grappled. +2 damage every 5 levels.

  • Grave Whispers.

    (Reach 4) 1d4 (ignoring armor). On hit: Target moves 2 spaces away from you. +1 space every 5 levels.

Dying:

Play Dead. When Whispers drops to 0HP, she drops prone and fakes being dead. Most enemies will ignore her until she acts again.

WOUNDS:
Smoke Mephit
5/LVL
Small Fiend Adventuring Companion, Dealmaker
Companion.

Can interpose for "friends" (Signatory and relevant 3rd parties as defined in 1.4a).

Each turn, fly 4 then choose 1:
  • Ember.

    (Reach 4) 1d4+LVL fire damage. On Crit: Smoldering.

  • Offer Power.

    Give an ally an extra Action.

  • Offer Secrets.

    Create an opening on target enemy.

Dying:

Not part of the deal! When Xos drops to 0HP, he burns the attacker for 2xLVL damage (ignoring armor), then vanishes in a cloud of smoke.

WOUNDS:

Xos keeps a tally of accepted and rejected offers. Heroes may need to repay for accepted offers later. Accepting offers comes with a feeling of evil taint: tasting blood, smelling sulfur, a dark thought etc.