Companion Characters (5e Other)/Rummele
From D&D Wiki
A rummele looks like a shaggy, long-limbed dog with pendant ears and a slender muzzle. They originate from the Heroic Domains of Ysgard, and are highly valued travel companions. They are fond of humans and other sociable humanoids.
They have prehensile paws, flexible joints and keen senses.
Hit Dice: 1d8 per Rummele level
Saving Throws: Wisdom
A companion character has the following equipment, and is proficient with the same.
|1st||+2||8||Strength 12, Dexterity 15, Constitution 11, Wisdom 17, Intelligence 8, Charisma 10|
Melee Attack +3; Hit 4 (1d6 + 1) piercing damage
Heroic Recovery (1)
|3rd||+2||18||Heroic Recovery (2)|
|4th||+2||23||Strength 12, Dexterity 16, Constitution 11, Wisdom 18, Intelligence 8, Charisma 10|
Melee Attack +3; Hit 8 (2d6 + 1) piercing damage
|5th||+3||28||Heroic Recovery (3)|
|7th||+3||38||Heroic Recovery (4)|
|8th||+3||44||Strength 12, Dexterity 17, Constitution 12, Wisdom 18, Intelligence 8, Charisma 10|
Melee Attack +4; Hit 8 (2d6 + 1) piercing damage
Natural Armor (+1)
|9th||+4||50||Heroic Recovery (5)|
|11th||+4||62||Heroic Recovery (6)|
|12th||+4||68||Strength 12, Dexterity 18, Constitution 12, Wisdom 19, Intelligence 8, Charisma 10|
Melee Attack +5; Hit 11 (3d6 + 1) piercing damage
|13th||+5||74||Heroic Recovery (7)|
|15th||+5||86||Heroic Recovery (8)|
|16th||+5||92||Strength 12, Dexterity 19, Constitution 12, Wisdom 20, Intelligence 8, Charisma 10|
Melee Attack +6; Hit 11 (3d6 + 1) piercing damage
Natural Armor (+2)
|17th||+6||98||Heroic Recovery (9)|
|19th||+6||110||Strength 12, Dexterity 20, Constitution 13, Wisdom 20, Intelligence 8, Charisma 10|
Melee Attack +7; Hit 15 (4d6 + 1) piercing damage
|20th||+6||116||Heroic Recovery (10)|
Ability Scores. A rummele has a +2 bonus to Wisdom and a +1 bonus to Strength (included in the ability scores in the Rummele table).
Size. A rummele is the size of a large dog, 3 feet high at the shoulder. It's size is Medium.
Speed. A rummele's base walking speed is 30 feet.
Darkvision. A rummele can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of grey.
Telepathy. A rummele can communicate telepathically with any creature it can see within 60 feet of it. It doesn't need to share a language with the creature for it to understand the rummele's telepathic utterances, but the creature must be able to understand at least one language.
Languages. A rummele cannot speak, read or write any languages. It can understand common and celestial. In addition, the rummele can use its telepathy to communicate with dogs, wolves, dogs, jackals and other canines.
Keen Senses. A rummele has advantage on Perception checks that rely on smell or hearing.
Canine Form. A rummele's type is Celestial. It can manipulate objects with its forepaws, and carry one item in its mouth. It cannot wield weapons, hold a shield, or wear armor. It can make an unarmed strike with its bite, which deals 1d6 piercing damage.
A rummele can use its action to expend 1 Hit Die. Roll the Hit Die, add the rummele's Wisdom modifier, and note the total as Heroic Recovery points. If the rummele is not incapacitated then at the start of each friendly creature's turn, if they are within 5 feet of the rummele, that creature regains hit points. 1 hit point is recovered, taking the points from the Heroic Recovery pool.
The number of Hit Dice that can be expended when this feature is used – and the number hit points that can be recovered at the start of a creature's turn – increases as the rummele reaches certain rummele levels, as shown in the Rummele table. For example, at 3rd level, the rummele can expend 1 or 2 Hit dice, and each friendly creature recovers 1 or 2 hit points respectively at the start of their turn.
The rummele can use this feature again when the Heroic Recovery points have been exhausted.
The rummele can cast the following spells when it reaches the indicated rummele level. Each spell can be cast once, and the rummele must finish a long rest before it can be cast again. The spells are cast at their lowest level and can't be cast at a higher level. The rummele does not require material components.
|1st||detect evil and good|
|5th||create food and water|
|9th||polymorph (self only, to humanoid form)|
|11th||find the path|
From 2nd level onwards, the rummele is never surprised.
At 8th level, the rummele gains a +1 bonus to AC while it is not wearing armor. This bonus increases to +2 at 16th level in this class.
At 4th level, and again at 12th and 19th level in this class, the rummele's bite deals an additional 1d6 damage.
At 6th level, the rummele can use its action to magically teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.
From 10th level onwards, the rummele is immune to disease and the poisoned condition.
At 14th level, the rummele has advantage on saving throws made against spells or spell-like effects.
From 18th level onwards, when the rummele uses its blink ability, it can make a bite attack before or after it teleports.