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(RG) Scourge of Daggerford
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<blockquote data-quote="FitzTheRuke" data-source="post: 8443117" data-attributes="member: 59816"><p><strong>Oh-Six (level 4 Sidekick)</strong></p><p>Tiny construct, lawful good</p><p></p><p><strong>Armor Class</strong> 13 (Exo-Shell) (18 with Shield Spell)</p><p><strong>Hit Points</strong> 22 (5d8)</p><p><strong>Speed</strong> 5 ft., fly 60 ft.</p><p></p><p>STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 15 (+2) WIS 16 (+3) CHA 7 (-2)</p><p></p><p><strong>Saving Throws</strong> WIS +5</p><p><strong>Skills</strong> Arcana +4, Investigation +4, Perception +5, Stealth +3</p><p><strong>Damage Resistances</strong> Poison</p><p><strong>Senses</strong> Darkvision 120 ft., Passive Perception 15 (20 if relying on hearing or sight)</p><p><strong>Languages</strong> Common</p><p><strong>Proficiency Bonus</strong> +2</p><p></p><p><strong>Flyby</strong>. Oh-six doesn't provoke opportunity attacks when it flies out of an enemy's reach.</p><p></p><p><strong>Keen Sensors</strong>. Oh-six has advantage on Wisdom (perception) checks that rely on hearing or sight.</p><p></p><p><strong>Forged Resilience</strong>. Oh-six has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.</p><p></p><p><strong>Actions</strong></p><p><strong>Shocking Grasp</strong>. Melee Spell Attack: +5 to hit (advantage if the target is wearing metal armor), reach 5 ft., one target. Hit: 4 (1d8) lightning damage and the target can't take reactions until the start of its next turn.</p><p></p><p><strong>Spellcasting</strong>. Oh-six casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):</p><p></p><p>At will: guidance, light; 1/day each: bless, cure wounds, </p><p></p><p><strong>Reactions. </strong>1/day: shield</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 8443117, member: 59816"] [B]Oh-Six (level 4 Sidekick)[/B] Tiny construct, lawful good [B]Armor Class[/B] 13 (Exo-Shell) (18 with Shield Spell) [B]Hit Points[/B] 22 (5d8) [B]Speed[/B] 5 ft., fly 60 ft. STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 15 (+2) WIS 16 (+3) CHA 7 (-2) [B]Saving Throws[/B] WIS +5 [B]Skills[/B] Arcana +4, Investigation +4, Perception +5, Stealth +3 [B]Damage Resistances[/B] Poison [B]Senses[/B] Darkvision 120 ft., Passive Perception 15 (20 if relying on hearing or sight) [B]Languages[/B] Common [B]Proficiency Bonus[/B] +2 [B]Flyby[/B]. Oh-six doesn't provoke opportunity attacks when it flies out of an enemy's reach. [B]Keen Sensors[/B]. Oh-six has advantage on Wisdom (perception) checks that rely on hearing or sight. [B]Forged Resilience[/B]. Oh-six has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep. [B]Actions Shocking Grasp[/B]. Melee Spell Attack: +5 to hit (advantage if the target is wearing metal armor), reach 5 ft., one target. Hit: 4 (1d8) lightning damage and the target can't take reactions until the start of its next turn. [B]Spellcasting[/B]. Oh-six casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, light; 1/day each: bless, cure wounds, [B]Reactions. [/B]1/day: shield [/QUOTE]
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