I love superpets. They are goofy and don't make sense, but that doesn't stop me from adoring them. I wanted to make one for use in the Carbide City game I'm planning. This super sidekick was created using the 5e sidekick rules. I started with Mastiff stats from D&D Beyond and gave it the Doggo homebrew sidekick class (and armor). I made it level 12, because standard Evo characters in Carbide City at the equivalent to level 12 characters.
I haven't come up with a backstory yet, but he is a hound that has been genetically enhanced. He has increased intelligence and is able to hold and use objects with his mouth. His suit includes a set of lockpicks he has rudimentary use of.
Rocky the Super Dog
Medium Beast (Evo), Lawful Good
Armor Class: 14 (Dexterity, Super Suit)
Hit Points: 90 (12d8+12)
Speed: 40 ft.
Challenge: 5 (1,500 XP)
Str 12 (+1) Dex 14 (+2) Con 12 (+1) Int 9 (-1) Wis 12 (+1) Cha 10 (+0)
Saving Throws: Dex +5, Con +7
Skills: Athletics +5, Perception +5, Stealth +6
Proficiencies: Simple Weapons, Light Armor, Medium Armor, Thieves Tools
Senses: passive Perception 13
Languages: understands English, but can't speak
Unique Traits
Dauntless Packmate: The first time Rocky would drop to 0 hit points, Rocky instead drops to 1 hit point, and the regains 1d6 hit points for each allied creature within 60 feet of him, up to 4d6. Once this ability is used, he cannot be used again until he completes a short or long rest. Additionally, Rocky is immune to the frightened condition while an allied creature he can see or hear is withing 60 feet to act brave in front of him.
Helpful: Rocky can take the Help action as a bonus action.
Keen Hearing and Smell: Rocky has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Master Pack Tactics: Rocky has advantage on an attack roll against a creature if at least on of Rocky's allies is within 5 ft of the creature and the ally isn't incapacitated. Rocky can pass through the space of an allied creature without expending additional movement. The first time rolls damage on an attack that gains advantage from Pack Tactics, it deals and additional 7 (2d6) damage.
Actions
Bite: Melee Weapon Attack. +3 to hit, reach 5 ft, one target, Hit: 5 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Reaction
Counterbark: When any creature within 30 feet of Rocky makes a saving throw against being frightened or charmed, he can bark loudly bringing them to their senses and giving them advantage on such saving throws until the start of his next turn. A creature must be able to hear you to gain this benefit.
Whaddaya mean they don't make sense? Rocky makes perfect sense to me!
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