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Everdawn DM

9/LVLSTR++
Large Beast Adventuring Companion, Steed
Allied Riding.

Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.

Charge.

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

Each Turn, Choose 2...
  • Gallop.

    Move up to 10.

  • Gore. Piercing.

    On crit, Prone.

Dying:

Reaction, free Movement and Gore with Advantage. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Heartier than common cows or bulls, Aurochs are the favored war-mounts of Orcish tribes. These beasts are not easily tamed.

Tiger
8/LVLSTR+, DEX+
Large Beast Adventuring Companion,
Pounce.

1/Round, leap 2-4 toward enemy. DC15 STR/DEX Save or Dazed & Prone.

Move 8, Choose 1:
  • Ravage (x2). Slashing.

    On Crit: Armor reduces 1 step or unarmored falls Prone.

  • Midnight Growl.

    (Reach 6, AoE) DC15 WIL Save or Frightened for one round. DC 14 after 1st use.

  • Shimmer.

    (While Moonlit, Reach 6, AoE) Stalk prey (halve movement). Creatures in view are Dazed for 1d6 Rounds.

Dying:

Reaction, Move 2, Use Pounce while all riders fall Prone. Dying Steeds cannot carry riders.

WOUNDS:

Allied Riding: 1 Med ally may use 1 Action to assume the Riding condition.

When Critted... Rider performs STR/DEX Save (10+Crit Die) or falls off Prone.

This midnight-black tiger features feint white striations. If observing closely, these stripes shimmer under moonlight, almost distracting one from impending death.

Horse
9/LVLSTR++
Large Steed Adventuring Companion,
Allied Riding.

Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.

Charge.

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

Heavy.

Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).

Each Turn, Choose 2...
  • Gallop.

    Move up to 12.

  • Hooves. Bludgeoning.

    On crit, Prone.

  • Shimmer.

    (While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.

Dying:

Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Beings of luminous crystal, these wild steeds shine brilliantly in the sunlight. Pay close attention, lest their shimmer blind you.

Horse
6/LVLDEX+
Large Steed Adventuring Companion,
Allied Riding.

Up to 2 allies (1 Med & 1 Small) may use 1 Action each to assume the Riding condition.

Charge.

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

Hollow Bones.

Susceptible to Forced Movement like a Med creature. Adv to running jumps (1d4 distance - halved for height).

Each Turn, Choose 2:
  • Gallop.

    Move up to 12.

  • Hooves. Bludgeoning.

    On crit, Prone.

Dying:

Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Descended from ancient pegasi and common horses, Feathered Horses naturally long for the air, often dangerously enjoying hazardous jumps.

Guard
6/LVL
Human Adventuring Companion, Patrol Guard
Guardian.

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

Parry reduces (or imposes) 1d8+4 against enemy damage.

Move 6, Choose 1:
  • Shortsword..

    On hit, Prone.

  • Stop Resisting!

    (vs Prone) Restrain (escape DC 12+1 for each adjacent ally).

Dying:

Reaction, 1/Encounter. Play Dead: Fraunk drops Prone. DC12 Insight or Examination to determine life. Disadvantaged to enemies.

If Play Dead succeeds, Fraunk's next Attack or Stealth is free at advantage.

WOUNDS:
6/LVLDEX+
Large Beast Adventuring Companion, Steed
Allied Riding.

1 Med or 2 Small allies may use 1 Action for the Riding condition.

Expert Climber.

Movement ignores Rough or Steep Terrain. Any foothold will do.

Each Turn, Choose 2...
  • Trot.

    Move up to 8.

  • Ram. Bludgeoning.
Dying:

Reaction, free Movement and Ram with advantage. The steed then bucks and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.

WOUNDS:

These steeds are chosen for their expert climbing by both adventurers and rescuers. Giant Goats are not to be trusted with possessions unmonitored.

6/LVLDEX+
Large All-Terrain Adventuring Companion, Steed
Allied Riding.

1 Med or 2 Small allies may use 1 Action for the Riding condition.

Each Turn, Choose 2...
  • Pad, Swim, or Fly.

    Move up to 6. Flying cannot lift directly vertical.

  • Peck. Piercing.
  • Honk.

    (Reach 6, AoE) DC13 WIL Save or Frightened for 1 Round. DC lowers (-3) after use.

Dying:

Reaction, use Bark with enemy disadvantage. Mastiff then bucks, and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Versatile and disarming, Giant Geese are scarcely chosen as steeds, but their presence commands attention and fear. Some archers enjoy the advantage of flight against their enemies.

Dwarf Paladin
7/LVL
Small Halfling Adventuring Companion, Patrol Guard
Guardian.

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

Parry reduces (or imposes) 1d8+4 against enemy damage.

Move 6, Choose 1:
  • Battleaxe. Slashing.

    On hit, Prone.

  • Stop Resisting!

    (vs Prone) Restrain (escape DC 12+1 for each adjacent ally).

Dying:

Reaction per Wound. Whirlwind: (Reach 1, AoE) 2d8+4. Affects adjacent allies as well.

WOUNDS:
Dwarf Paladin
12/LVLDEX+
Halfling & Mastiff Adventuring Companion, Mounted Patrol Guard
Evasive Runner.

1/Round Reaction, use 2 spaces free movement to disadvantage a targeted attack.

Move 8, Choose 1:
  • Attack..

    On hit, Prone. Battleaxe (Slashing) or Bite (Piercing).

  • Bark.

    (Reach 6, AoE) DC13 WIL Save or Frightened for one round. DC lowers (-3) after use.

  • Stop Resisting!

    (vs Prone) Dismount & Restrain (escape DC 12+1 for each adjacent ally).

Dying:

Reaction, use Bark with enemy disadvantage. Silversniff then bucks, and all riders fall Prone. She runs away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Halfred performs DEX Save (10+Crit) or falls off Prone.

When Dismounted... Separate stat blocks (St. Hylim Mastiff and Halfred) and split HP equally.

Half Elf Ranger
4/LVLWIL+
Wood-Elf Adventuring Companion, Traveler
Watchful.

Party Advantage during Watch (Perception) after making camp.

Each Turn, Choose 1:
  • Help.

    Advantage an ally with their physical Attack, Might, or Stealth.

  • Hey, I'm over here!+3 Movement.

    Distract an enemy by making yourself the target.

Dying:

Fiend-Unleashed: Each melee Wound imposes half damage (Fire) to the combatant.

Death: Fiend-Unleashed imposes double damage as an AOE, Reach 2 effect.

WOUNDS:
Town Guard Captain
15/LVLSTR+
Large Mounted Adventuring Companion, Patrol Guard
Charge.

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

Move 12, Choose 1:
  • Attack..

    On hit, Prone.

    Shortsword (Slashing), or Hooves (Bludgeoning).

  • Inspire.

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

  • Intimidate.

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

Dying:

Reaction, use Charge without movement requirement. Evertrust then bucks and all riders fall Prone. He gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Lucilla performs STR Save (10+Crit) or falls off Prone.

When Dismounted... Separate stat blocks (Warhorse and Sgt. Lucilla) and split HP equally.

Human Thief
6/LVLSTR+
Human Adventuring Companion, Guard
Companion.

(Reaction, 1/Round) Move 2, Interpose and Parry for allies. Adv with Lucibelle.

Parry reduces (or imposes) damage equal to LVL-d4 against enemy damage.

  • Side-Sword.(LVL)d4+LVL.

    Attempts non-lethal damage (but crits can kill).

Dying:

All Eyes On Me: Encourage companions to flee, and Influence (with adv) enemies to focus fire on Magison.

WOUNDS:
Half Orc Paladin
7/LVL
Half-Orc Adventuring Companion, Patrol Guard
Guardian.

Reaction, 1/Round: Move 2, Interpose + Grapple for allies (after taking damage). Adv guarding non-combatants.

Grapple: Enemy DC is 1d8+8.

Move 6, Choose 1:
  • Recurve Bow. Piercing.

    Range 16.

  • Heavy Arrow. Bludgeoning.

    Range 8, On hit, Prone.

  • Stop Resisting!

    (vs Prone) Restrain (escape DC 12+1 for each adjacent ally).

Dying:

(Reaction per Wound) Enraged: Moonsetter reacts with advantage, prioritizing this order...

Grapple (DC 1d8+8), Improvised Weapon (1d8+4), OR Standard Attack.

WOUNDS:
Guard
13/LVL
Large Adventuring Companion, Patrol Guard
Charge.

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

Move 12, Choose 1:
  • Attack..

    On hit, Prone.

    Horse Hooves (Bludgeoning), Twilim or Fraunk's Shortsword (Slashing), or Moonsetter's Bow (Range 8, Bludgeoning).

  • Stop Resisting!

    (vs Prone) Dismount & Restrain (escape DC 12+1 for each adjacent ally).

Dying:

(Reaction) Use Charge without movement requirement. Steed then bucks, and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Guard performs STR/DEX Save (10+Crit) or falls off Prone.

When Dismounted... Separate stat blocks (misc Mounts and misc Patrol Guard) and split HP equally.

7/LVLSTR+
Beast Adventuring Companion, Steed
Allied Riding.

1 Small ally may use 1 Action to assume the Riding condition.

Greased Pig.

1/Round Reaction, use 2 free movement to disadvantage an attack.

Each Turn, Choose 2...
  • Trot.

    Move up to 8.

  • Gore. Piercing.
Dying:

Reaction, free Movement and Gore with advantage. The steed then bucks and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Heartier than common pigs, boars are occasionally chosen as steeds for small combatants. These pigs are not easily tamed.

Horse
7/LVL
Large Steed Adventuring Companion,
Allied Riding.

Up to 2 Med or 3 Small allies may use 1 Action each to assume the Riding condition.

Charge.

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

Each Turn, Choose 2:
  • Gallop.

    Move up to 12.

  • Hooves. Bludgeoning.

    On crit, Prone.

Dying:

Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Common Riding Horses serve multiple uses, but one should be weary of overworking or overloading the steed for too long. Keep carrots on hand.

Town Guard Captain
7/LVLSTR+
Wood-Elf Adventuring Companion, Patrol Guard
Guardian.

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

Parry reduces (or imposes) 2d8+4 against enemy damage.

Move 6, Choose 1:
  • Shortsword. Slashing.

    On hit, Prone.

  • Inspire.

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

  • Intimidate.

    Enemies subtract -1 to all Attacks (cannot crit) for 1d4 turns.

Dying:

An additional Inspire lasts for the remainder of the encounter.

Death: Inspire lasts as many Long Rests as her Level.

WOUNDS:
Dog
6/LVLDEX+
Medium Steed Adventuring Companion,
Evasive Runner.

1/Round Reaction, use 2 free movement to disadvantage an attack. OR...

Loyal Friend.

1/Round Reaction, if unmounted, Interpose and Bark (before taking damage) for an ally.

Move 8, Choose one:
  • Bite. (Piercing/Slashing).
  • Bark.

    (Reach 6, AoE) DC13 WIL Save or Frightened for 1 Round. DC lowers (-3) after use.

Dying:

Reaction, use Bark with enemy disadvantage. Mastiff then bucks, and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.

WOUNDS:

Allied Riding: 1 Small ally may use 1 Action to assume the Riding condition.

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

These pups are the favored mounts of Halflings, bred by the Liminist philosopher Saint Hylim the Blind as a useful companion for himself and others similarly afflicted.

Ranger
7/LVL
Elven Adventuring Companion, Patrol Guard
Guardian.

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

Parry reduces (or imposes) 1d8+4 against enemy damage.

Move 6, Choose 1:
  • Shortsword. Slashing.

    On hit, Prone.

  • Stop Resisting!

    (vs Prone) Restrain (escape DC 12+1 for each adjacent ally).

Dying:

Reaction per Wound. Quick-Strike: 1d8+4 (x2). Adv against the assailant.

WOUNDS:
Axe Beak
6/LVLDEX+
Large Large Steed Adventuring Companion,
Allied Riding.

Up to 2 allies (1 Med & 1 Small) may use 1 Action each to assume the Riding condition.

Charge.

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

Hollow Bones.

Susceptible to Forced Movement like a Med creature. Adv to running jumps (1d6 distance).

Each Turn, Choose 2:
  • Sprint.

    Move up to 12.

  • Beak. Piercing.

    On crit, Poisoned.

Dying:

Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

These large feathered raptors are favored mounts for travel across the dayside. Their saliva is capable of melting living tissue after prolonged exposure.

Horse
8/LVLSTR+
Large Steed Adventuring Companion,
Allied Riding.

Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.

Charge.

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

Each Turn, Choose 2...
  • Gallop.

    Move up to 12.

  • Hooves. Bludgeoning.

    On crit, Prone.

Dying:

Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS:

When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.

Heartier than their common cousins, Warhorses are generally useful for wearing armor, pulling heavy equipment, or carrying heavier passengers.