Heydar
Heydar
Keen Sight. Heydar has advantage on Wisdom (Perception) checks that rely on sight. Second Wind. Heydar can use a bonus action on his turn to regain 1d10 + 6 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again. Danger Sense / Mounted Combatant. Heydar has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. This feature doesn’t work if Heydar is incapacitated. In addition, if Heydar is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails. Improved Critical. Heydar's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Actions
Multiattack. Heydar makes two attacks: one with his beak and one with his claws. Extra Attack. Instead of using Multiattack, Heydar can choose instead to make two attacks with its beak, or two attacks with its claws. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
Heydar is Ice's loyal hippogriff mount and companion.
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