Beast Sidekick | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Beast Sidekick CR: 1/4

Medium beast, any
Armor Class: 10 + dexterity modifier + constitution modifier
Hit Points: 15
Speed: 30 ft

STR

6 -2

DEX

6 -2

CON

6 -2

INT

2 -4

WIS

6 -2

CHA

6 -2

Skills: You gain proficiency in two of the following skills of your choice: Survival, Stealth, Athletics, Perception, Acrobatics.
Senses: Darkvision. Accustomed to hunting underneath the night sky, in the water's depths, or deep beneath the earth, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Challenge Rating: 1/4

Starting Stats

Limited Standard Array. You can use the following array for use in determing your sidekick's starting stats: [6, 7, 12, 14, 14, 16].   *Note: The lowest stat is applied to the beast's intelligence. You may reduce this number from 6 to 2 if you wish (matters if you plan on utilizing Beast Bond).  

Beast Features

You gain access to Quick or Powerful, and Bite in addition to one major feature and one minor feature.  

Quick and Powerful

You may use Strength or Dexterity when determining your attack and damage rolls. You also gain access to one natural weapon of your choice that deals 1d6 damage. It can deal piercing, slashing, or bludgeoning damage. You make this decision at character creation.  

Bite

You have powerful jaws. You can make a natural weapon attack that deals 1d6 piercing damage.  

Major Feature

Saving Throw DC = 8 + your proficiency bonus + your Strength modifier   Major Features

Pack Tactics

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.  

Extra Attack

When you take the attack action, you can make one additional attack.  

Pounce

You have a movement speed of 50 feet.   If you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.  

Spring

You spring up to 30 feet in a straight line and make a bite attack against a target within your reach. This attack has advantage if you spring at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.  

Ape

Access to fingers and thumbs lets you manipulate objects. You can now throw rocks. They have a range of 25/50 ft., one target. A hit deals 1d6 bludgeoning damage. You use Strength for calculating your attack and damage rolls.   You gain a climb speed of 30 feet.  

Grappler

When you hit with a melee attack you may attempt to grapple the target (escape DC 11). You have only two appendages, each of which can grapple only one target.  

Heavy Hitter

When you hit with a melee weapon attack that uses Strength, you may roll an additional damage dice.  

Relentless

If you take 7 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead.  

Charge

If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 5 (2d6) damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.  

Amphibious

You can breathe air and water. You also gain a swim speed of 30 feet.  

Burrower

You gain a burrow speed of 15 feet. You also gain Tremorsense out a distance of 60 feet.  

Spider Traits

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Senses. Blindsight 10 ft.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
 

Flight

You gain a fly speed of 50 feet. Your base walking speed is reduced to 10 feet.
 
 

Minor Feature

  Minor Features

Swim Speed

You gain a swim speed of 30 feet.  

Climb Speed

You gain a climb speed of 30 feet.  

Standing Leap

Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.  

Keen Smell

You have advantage on Wisdom (Perception) checks that rely on smell.  

Keen Sight

You have advantage on Wisdom (Perception) checks that rely on sight.  

Keen Hearing

You have advantage on Wisdom (Perception) checks that rely on sound.  

Sure-Footed

You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.  

Expertise

You gain expertise in one skill with which you are proficient.  

Flyby

You don't provoke an opportunity attack when you fly out of an enemy's reach.  

Ferocity

When you hit with a bite attack, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
 
 

Backgrounds

Beasts do not get backgrounds.  

Starting Equipment

Beasts start with no equipment.  

Sidekick Classes

When you create your sidekick, you may assume one of the sidekick classes defined in Tasha's Guide to Everything.

Created by

Glynyon.

Statblock Type

Monster

Link/Embed