Some feats and spells grant you a companion.
Your companion is friendly to you and your companions. Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your companion, it defends itself from hostile creatures but otherwise takes no actions. Your companion never requires your command to use its reaction, such as when making an opportunity attack.
Your companion’s physical appearance is up to you, but this control is not fine enough to make your companion appear like a specific creature. Each time your companion appears it always appears as the same creature, has the same form, enhancements, and skill proficiencies as the last time you called it.
You may target your companion instead of yourself when casting a spell with a target of “self”. Treat it as a range of touch. Additionally, when you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 35 meters of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your own attack modifier for the roll.
You cannot call forth a companion if you already have another creature summoned or under your control.
When you first call forth your companion, choose a form. If there is no form above that represents your companion, work with your GM to create a suitable form.
- ¼ (50 XP)
Maneuvers. The allosaurus uses maneuvers (maneuver save DC 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
Bite. Melee Weapon Attack: +3 to hit, reach 1.5 m. Hit: 4 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 1.5 m. Hit: 4 (1d4 + 1) slashing damage.