Kryx RPGThemesMonsters

Companion

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 uses 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 20 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.

Companion

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.

Allosaurus
1

Allosaurus

Small beast
Challenge
¼

STR
1
DEX
0
CON
1
INT
−4
WIS
−2
CHA
−3

22
5d6+5
13
Fort
+3
Ref
+1
Will
−3
Defense note natural armor

Speed 10 m.
Skills Insight −2 (9), Perception +1 (12)
Languages understands the languages of its creator, but can’t speak

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. It knows the following maneuvers:

1 stamina die: fearsome beast, pounce, spring attack, tear flesh

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d4 + 1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d4 + 1) slashing damage.

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended.