Companion Audron

An owl shaped Companion.   Chosen Knight: Fitmir  

Armor Class: 13

Hit Points: 26 (4d6+12)

Speed: 5ft / Fly: 60ft

 

STR - 3 (-4)

DEX - 16 (+3)

CON - 16 (+3)

INT - 13 (+1)

WIS - 16 (+3)

CHA - 7 (-2)

    Skills:
  • Perception +5 (Passive: 15)
  • Stealth +7
  • Survival +5
  • Darkvision 120ft
    Abilities:
  • Gods’ Favor
  • 1x per Long Rest, the Companion enables their Chosen to reroll a saving throw.  
  • Keen Sight and Hearing
  • Companion has advantage on Perception checks that rely on sight or hearing.  
  • Light
  • Companion is able to shed bright white light from its body in a 20ft radius and dim light for an additional 20ft at will. Completely covering the Companion with something opaque blocks the light.  
  • Flyby
  • The Companion doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.  
  • Owl's Wisdom
  • The Companion can cast the guidance cantrip at will.
  Attacks:
  • Raking Talons
  • Melee Weapon Attack: +5 to hit, reach 5ft, one target

    Hit: 1d4+3 slashing damage
 
  • Grasping Talons
  • Melee Weapon Attack: +5 to hit, reach 5ft, one target

    Hit: 1 piercing damage and the creature is grappled (small or smaller)

    Companion cannot benefit from Flyby ability when using this attack
  _____________________________________________________________________________________________   The gods have found you worthy and bestowed upon you their blessing in the form of a pure white Companion, its blue eyes lively and definitely more intelligent than any other animal you’ve known in the past. You can feel a warmth within you that you instinctively know is linked to this larger than normal creature and you know that it is both here to aid, guide, and protect you on your coming journeys.   You have been gifted with the feat MOBILE as a result of being Chosen.   Your Companion acts independently of you, but it will (almost) always obey your commands. It would only balk, and possibly repudiate you, if it was asked to perform or participate in a truly evil act.   When the Companion drops to 0 Hit Points, it disappears, leaving behind no physical form. It will reappear, always in this same form, after the next Long Rest.   While your Companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the Companion has. During this time, you are deaf and blind with regard to your own Senses.   If you have the ability to Cast a Spell with a range of Touch, your Companion can deliver the spell as if you had cast the spell. Your Companion must be within 100 feet 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 Attack modifier for the roll.   You cannot dismiss your Companion. The bonding can, however, be broken in two ways. If the Chosen either performs or assists in an act of True Evil (cold-blooded murder, sacrifice of innocents, etc.), the Companion will have no choice but to sever the bonding. The second method in which the bond can be broken by is if the Companion dies three times. After the third time, the Companion will not return to the Material Plane. However, upon a level up, the Companion may choose to negate a death’s severance if the Companion feels it was not at the Chosen’s error. The former Chosen will receive 10d6 psychic damage from the process and, if you survive, you will also lose the special feat that being Chosen had granted (including any associated spells, bonuses, etc.)
Children