Crawling Hand
5/LVLSTR+
Large Undead Adventuring Companion, Handy Helper
Companion.

Can interpose for friends.

Open Palm Technique.

Adjacent allies have cover.

Each turn, move 6 then choose 1:
  • Clenched Fist.

    1d4. On hit: Grappled (escape DC 10). DC +2 every 5 levels.

  • Flick.

    Knockback a medium or smaller creature 2 spaces. +2 spaces every 5 levels.

Dying:

High Five! When Pinky drops to 0HP, he can jump 5 spaces. Adjacent enemies are knocked prone.

WOUNDS:
Pirate Crew Member
6/LVLDEX+
Orc Adventuring Companion, Swashbuckler
Companion.

Can interpose for friends ("Watch yer 'ead, landlubber!")

Each turn, move 6 then choose 1:
  • Rapier.

    +2 damage every 5 levels.

  • Fishing Net.

    (1/encounter) Reach 4. Restrain an enemy for 1 Round.

  • Bolstering Grog.

    (1/encounter) Heal an adjacent ally 2xLVL HP.

Dying:

Last Stand. Your speed is 2. When attacking, increase your Primary Die by 1. Your crits become vicious.

WOUNDS:
Awakened Shrub
4/LVLWIL+
Tiny Shroomling Adventuring Companion, Shepherd
Companion.

Can Interpose for friends. Grant allies you Interpose for 4 HP.

Each turn, Move 6 then choose 1:
  • Green Spores!

    On Hit: Dazed

  • Red Spores:.

    Healing to an Ally.

  • Spider Bite (Thread).
Dying:

Purple Spores! (1/encounter) When they drop to 0 HP, (Reach 8, AoE) 5d4+LVL, Poisoned.

WOUNDS:
25/LVLWIS++ STR+
Captain of old Antelope, Adventuring Companion, Paladin [Sci Fi]
Born Leader.

While near 6 blocks of Capt Jed, All Allies have advantage on Saves. Can interpose.

Each turn, choose 1:
  • Hit Hard then rest...

    1d12+20, then: (1 round Charge up)

  • Confident Flash.

    Range 12, Target Ally gains 3x Advantage on first action.

  • Antelope's Blessing Lazer.

    Self or target, Range 6, Target Gains 20 Armor this round.

Dying:

Old Man: Cant Heal Wounds, Only Gains wounds from FORCE damage.

"Now, that kind of G-force is rough on the heart. Too much for his ticker to take. So when we came around and we saw how he lay. We knew Captain Jed wouldn’t wake.

WOUNDS:
10/LVLDex++ INT+
Space Gal of Station 3, Adventuring Companion, Ranger [Sci fi]
Experienced driver.

Have +10 on driving Checks.

Each turn, choose 1:
  • Mark X.

    Mark a target, Target is always visible to you and your allies. You can change the target.

  • Pistol Green.

    Target Losses Armor this round.

  • Portable Shotgun.

    Cone 6, 20 - distance From attacker x2. (3 Uses/Encounter)

  • Blade Red.

    Wound d8. On Crit: Heal 1 Wound. (1 use/Safe Rest)

Dying:

Legendary Action: When dying, can make a legendary action. (With no restrictions)

“If any old shipmates should ask after Moll, Just tell them she finally died clean.”

WOUNDS:
Horse
9/LVLSTR++
Large Steed Adventuring Companion,
Allied Riding.

Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.

Charge.

1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).

Heavy.

Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).

Each Turn, Choose 2...
  • Gallop.

    Move up to 12.

  • Hooves.

    On crit, Prone.

  • Shimmer.

    (While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.

Dying:

Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.

WOUNDS: