5/LVLWIL+
Small Frogling Adventuring Companion, Songweaver
Companion.

Can Interpose for friends (“go toad-to-toad with me!”).

Froggy Footwork.

1/encounter, attack that missed you deals damage to an enemy.

Each turn, move 6 then choose one:
  • Vicious Croakery.

    (Range 6) 1d4 (ignoring armor). On hit: the target is Taunted during their next turn. +2 damage every 5 levels.

  • Ribbiting Inspiration.

    (Range 6) Target alley gets advantage on their next roll.

Dying:

Deep Bellow. (1/encounter) When Croaker drops to 0 HP, push all enemies 3 away from him and he cant be attacked until his next turn. +2 spaces every 5 levels.

WOUNDS:
3/LVLWIL+
Adventuring Companion, Ghost - Psion
Spectral Companion.

Immune to physical damage. Can take 1d6 psychic damage to telekinetically interpose for friends within reach 3.

Restless Spirit.

On death: Reforms at the Forbidden Section of the Library after a safe rest.

Each turn, move 6 then choose 1:
  • Psionic Spike.

    (Reach: 3) 1d6 psychic (ignoring armor). +3 every 5 levels.

  • Telekinetic Fling.

    Forcefully move an ally or minion up to 6 spaces.

Dying:

Psionic Feedback. (1/encounter) When Coran drops to 0HP, he deals 3d6 psychic damage to the nearest enemy. +5 every 5 levels.

WOUNDS:
6/LVL+WIL
Human Adventuring Companion, Monster Slayer
Companion.

Can Interpose for friends (...but probably won't)

Taken for a Ride.

(1/encounter) You can automatically Ride any Large or Huge creature within Reach 6. Attacks you make against this creature while Riding are rolled with advantage.

ACTIONS: Each turn, move 6 then choose 1:
  • Curseblade..

    On crit: apply one of the following afflictions. +2 damage every 5 levels.

  • (1) Withered.

    Disadvantage on the first attack against a friendly creature each round.

  • (2) Brittle.

    Suffers 1 damage for each space it moves (or is moved).

  • (3) Sundered.

    Armor reduced 1 step.

  • I’ll Aproach and Hit Them!

    Teleport adjacent to an Afflicted creature within Reach 12 and immediately attack them for 1d10+LVL for each Affliction the creature holds. On hit: end all Afflictions.

Dying:

I Can Take This Alone! When Rel'Ikar drops to 0 HP, any time you would take more than 1 wounds, you just take 1 instead. You won't willingly accept any healing.

WOUNDS:
9/LVL+STR
Human Adventuring Companion, Berserker
HELA!!!

2/combat. Force an enemy to reroll an attack.

Each turn, choose 1:
  • Chaaarge!+lvl.

    Move 6 spaces. On fail fall prone.

  • Chop!+lvl.

    On crit gain lvl temp HP.

Dying:

No evil will stop me!! Each turn choose 2 instead.

WOUNDS:
5/LVL
Dwarf Adventuring Companion, Shadowmancer
Warming up.

Selel wastes the first 2 turns drinking.

Each turn, choose 1:
  • Summon.

    Summons a minion with d12 with a max 3.

  • Ice to meet you.+lvl.

    Range 12. Hampers on hit.

Dying:

Keep me company... Selel summons a minion every round while dying.

WOUNDS:
4/LVL
Human Adventuring Companion, Mage
Interesting...

Range 6. Rolls to asses are made with advantage.

Each turn, choose 1:
  • Might.

    Range 6. (3/Safe Rest) Shield an ally with 2xlvl temp HP.

  • Magic.+lvl.

    Range 8. Any elemental damage.

Dying:

Just do your job already! Jumn moves the nearest ally with magic and uses them as shield.

WOUNDS: