TEXT: TITLE RIGHT SIDE
  1
  DROOP’S MONSTER 
  MANUAL OF SIDEKICKS 
  
  DROOP’S MONSTER 
  MANUAL OF SIDEKICKS 
  CREDITS 
  Crafted by Paul Metzger @metzpaul 
  and Kathleen Harrington @KatnBR.
  Cover image by Bob Greyvenstein.
  Some artwork © Grim Press, used with 
  permission. All rights reserved.
  Some artwork courtesy Wizards of the Coast 
  Dungeon Masters Guild Creator Resources.
  Page background and watercolor splashes 
  designed by lifeforstock / Freepik.
  DUNGEONS & DRAGONS, D&D, Wizards of 
  the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries.
  This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such 
  material is used with permission under the 
  Community Content Agreement for Dungeon 
  Masters Guild.
  All other original material in this work is 
  copyright 2019 by Paul Metzger and published 
  under the Community Content Agreement for 
  Dungeon Masters Guild.
  First edition. December 12, 2019. 
  FOREWORD 
  When I ﬁrst visited the revitalized Phandalin, a 
  small mining settlement in the Sword Mountains 
  to the southeast of Neverwinter, I was surprised 
  to ﬁnd that one of the town’s most prominent 
  residents was a retired adventurer.
  Of course, it is not uncommon for one who has 
  taken on a life of delving into dungeons and 
  slaying terrible monsters to eventually move on 
  to retirement in a cozy out-of-the-way villa. What 
  I found extraordinary about my now-good friend 
  Droop is — well, let’s not beat around the bush in 
  the name of politesse —  he’s a goblin.
  The Cragmaws, as Droop’s clan had dubbed 
  itself, were in league with a band of rufﬁans 
  terrorizing the locals. Poor Droop, who had then 
  not yet found his bravery, was the subject of 
  constant abuse at the hands of his superiors. He 
  now jokes that before he joined up with the 
  adventuring party that raided the hideout and 
  slew his tormentors, his best hope in life was to be 
  taken by a Nilbog spirit (see page 39)!
  Fortunately, these heroes took pity on my good 
  friend and he accompanied them on their 
  adventures, gaining a great amount of skill and 
  treasure of his own along the way! 
  I ascribe the honoriﬁc “adventurer” to Droop, 
  but he shies away from the term. In his own 
  words, he was a loyal “sidekick.”
  In his travels, he came across individuals from 
  other races whom we in civilized society would 
  deem “monstrous,” but who had taken on similar 
  roles. His stories fascinated me, and I set about 
  seeking out others who ﬁt this mold.
  My publisher warns that too many books with 
  my own name gracing the title becomes confusing 
  to the reading public and dilutes my personal 
  brand. So, Droop, I afﬁx your name to this 
  compilation of those who have journeyed as you 
  have. 
  — Volothamp Geddarm  
  1
  DROOP’S MONSTER
  
  THE ESSENTIALS OF 
  SIDEKICKS 
  The sidekicks in this book are based on the ofﬁcial 
  mechanics for sidekicks as presented in Appendix 
  A of the Essentials Kit Rulebook.
  As a sidekick should be both simpler than and 
  not overshadow a player character, a sidekick is 
  represented by a stat bock similar to those for 
  monsters and NPCs in the Monster Manual. An 
  accompanying table shows how to adjust the stat 
  block as the sidekick gains levels. 
  Further details on how to use sidekicks in your 
  game can be found in Sidekicks Essentials, 
  available on DMsGuild.com.
  ABILITY SCORES 
  Most monster sidekicks improve their ability 
  scores at certain levels, just as PCs do. In order to 
  save space on the level advancement table, the 
  speciﬁc changes to the stat block are not 
  enumerated. Sidekicks’ related modiﬁers change 
  the same as those of player characters.
  When the sidekick gains an ability score 
  improvement adjust the following items in the 
  stat block accordingly:
  Saving Throws. The saving throw modiﬁer for 
  an ability is equal to the ability modiﬁer plus 
  proﬁciency bonus (if applicable). 
  Skills. Although they are not explicitly listed 
  on the stat block, the ability score modiﬁer for a 
  skill is the same as listed on a player character 
  sheet. For example, Arcana uses the Intelligence 
  modiﬁer. A sidekick need not have a skill listed in 
  order to use it; the listed skills merely indicate 
  that the sidekick is proﬁcient in that skill (the 
  proﬁciency bonus is also added).
  Spellcasting. Some sidekicks have spellcasting 
  tied to a certain ability, and will list the spell save 
  DC and to hit bonus with spell attacks. The 
  formula for these is the same as for spellcasting 
  classes in the Player’s Handbook.
  Spell save DC = 8 + proﬁciency bonus +  
  spellcasting ability modiﬁer 
  Spell attack modiﬁer = proﬁciency bonus + 
  spellcasting ability modiﬁer 
  Weapon Attacks. The to-hit and damage 
  bonuses of a weapon attack are based on Strength 
  for melee attacks, Dexterity for ranged attacks, or 
  your choice of either for weapons that are thrown 
  or have the ﬁnesse property. 
  You can generally tell which ability to use 
  based on the existing bonus at ﬁrst level and the 
  corresponding ability score modiﬁer.
  PROFICIENCY BONUS 
  The proﬁciency bonus for monster sidekicks is 
  speciﬁcally stated in the stat block. A sidekick is 
  proﬁcient in the items on the stat block, and 
  assumed to not be proﬁcient in those omitted. 
  The modiﬁers listed in the stat block for the 
  sidekick at its base level include the appropriate 
  proﬁciency bonus modiﬁer.
  When a sidekick’s proﬁciency bonus increases, 
  adjust the bonuses to listed saving throws, skills, 
  spellcasting, and weapon attacks.
  LANGUAGES 
  For the ease of play, the monster sidekicks are all 
  assumed to be able to communicate with the 
  adventuring party in Common (or a language 
  spoken by at least one member of the party).
  Many, if not most, of these monsters as found 
  in the Monster Manual do not, however, speak 
  Common. Consider if the challenge of a language 
  barrier between the monster sidekick and the 
  adventuring party is a good ﬁt for your game. 
   MANUAL OF SIDEKICKS
  2
  
  MONSTERS AS 
  SIDEKICKS 
  Whereas the sidekicks found in the Essentials Kit 
  and Sidekicks Essentials are based on character 
  classes and could ﬁt any player race, these 
  monster sidekicks focus on what makes a monster 
  race unique. 
  Even though the sidekicks have been adjusted 
  to be similar in power at the same levels, they are 
  not and should not be perfectly balanced. 
  Different monsters have different strengths and 
  weaknesses, and these sidekicks reﬂect that.
  STARTING LEVEL 
  Although most of the monster sidekicks in this 
  book start at 1st level, some start at a higher level. 
  The convention of a sidekick having one more hit 
  die than their current level has been retained. 
  The level advancement tables for all the 
  sidekicks provide progression for ﬁve levels 
  beyond the starting level. 
  In general, a sidekick should start at the same 
  level as the players when they obtain the sidekick 
  and advance levels alongside the players.
  Although the starting level for each sidekick is 
  largely based on the base monster’s challenge 
  rating, in some cases a monster may have been 
  dramatically weakened or strengthened to 
  support inclusion in a party of adventurers. 
  SIDEKICK PERSONALITIES 
  Each of the monster sidekicks presented in this 
  book is exempliﬁed by an individual with a name, 
  short backstory, personality, ideals, bonds, and 
  ﬂaws. 
  Note that the sidekick stat block and leveling 
  table refers to the sidekick monster type, not the 
  individual. 
  NAMED SIDEKICKS FROM 
  PUBLISHED ADVENTURES 
  Most of individual sidekicks found here are based 
  on named (and some unnamed) monsters that 
  appear in ofﬁcial published adventures. As 
  always, the DM should have the ﬁnal say as to 
  whether a given sidekick is suitable for use in 
  their campaign. 
  CREATING A NEW 
  MONSTER SIDEKICK 
  Any monster your adventuring party encounters 
  has the potential become a sidekick if the 
  situation warrants. You can create new sidekicks 
  in the format presented in this book by following 
  these general guidelines.
  Level. A sidekick should not overshadow 
  player characters of the same level. In general, a 
  monster can be turned into a sidekick matching a 
  general tier of play based on its challenge rating.
  SIDEKICK LEVEL RANGE BY CHALLENGE RATING 
  Stat Block and Leveling. As a rule of thumb, 
  the stat block mostly remains the same, but some 
  attributes are removed to bring the sidekick’s 
  starting level to the bottom of its tier range. Those 
  attributes are then moved to appropriate level 
  advancements. This may include adjusting an 
  ability score or the monster’s proﬁciency bonus 
  (which is opaquely and not always uniformly) 
  applied to skills and attacks.
  Abilities and Actions. Many monsters have 
  interesting abilities or special actions. These tend 
  to be perfect candidates for the sidekick to gain as 
  it advances in level.
  Be ﬂavorful! Look at the monster’s descriptive 
  text and investigate historic lore to invent your 
  own abilities. Puns and wordplay are a great way 
  to come up with ideas for abilities to give a bland 
  monster. Player character class abilities, spells, 
  and feats can be good places to ﬁnd ideas for 
  speciﬁc game mechanics.
  Personality. A new sidekick you are 
  incorporating into your campaign will likely be 
  NPC monster with a backstory and motivations. 
  Ideals, bonds, and ﬂaws can be of your own 
  invention or chosen from player character 
  backgrounds.  
  Challenge Rating
  Tier of Play
  < 2 
  Levels 1 – 4
  2 – 4
  Levels 5 – 10
  5 – 6
  Levels 11 – 16
  7+
  Levels 17 – 20
  3
  DROOP’S MONSTER
  
  INDEX OF MONSTER SIDEKICKS 
  * unnamed 
  † Lulu is thrust upon the party at the end of Chapter 1 and is 
  meant to be a tagalong for the entire campaign. Rather than 
  leveling Lulu alongside the party, have her gain levels in 
  chapters 2, 4, and 5 as outlined on page 50. 
  ‡ The franchised adventuring company’s CEO –— let’s call 
  him…“Dim Jerkmagic”–— is overly litigious regarding 
  trademarks. This sidekick appears under a slightly different 
  name somewhere in a book we can’t mention for legal 
  reasons. 
  § These potential sidekicks start the adventure imprisoned 
  with the PCs. 
  Published Adventure Abbreviations 
  DiA 
  Baulder’s Gate: Descent into Avernus 
  DIP 
  Dragon of Icespire Peak 
  DMM 
  Waterdeep: Dungeon of the Mad Mage 
  GoS 
  Ghosts of Saltmarsh 
  HDQ 
  Horde of the Dragon Queen 
  LMoP 
  Lost Mine of Phandelver 
  OotA 
  Out of the Abyss 
  PoTA 
  Princes of the Apocalypse 
  RoT 
  Rise of Tiamat 
  SKT 
  Storm King’s Thunder 
  ToA 
  Tomb of Annihilation  
  TYP  
  Tales from the Yawning Portal 
  WDH 
  Waterdeep: Dragon Heist 
  5
  Aarakocra
  Kazra
  PoTA 125
  6
  Awakened Tree 
  Lifferlas
  SKT 47, 51
  7
  Bugbear 
  Klarg
  LMoP 12
  8
  Bullywug 
  Torbit
  DMM 115
  9
  Centaur 
  Xanth
  DIP 20
  10 Cyclops 
  Paulfemus
  11 Derro 
  Buppido
  OotA 5 §
  12 Drow 
  Sarith
  OotA 5 §
  13 Dryad 
  Ashaldri
  ‡
  14 Duergar 
  Hemeth
  OotA 48
  15 Ettin 
  Oinker-Boinker
  SKT 143
  16 Gazer 
  Whitey
  WDH 105*
  17 Gnoll 
  Gash
  OotA 181
  18 Goblin 
  Droop
  LMoP 24
  19 Grell 
  C’arl
  WDH 107*
  20 Grimlock 
  Garkul
  21 Grung
  Imbok
  ToA 101
  22 Harpy 
  Sicord
  DIP 41
  23 Helmed Horror 
  Victorosguard
  WDH 120*
  24 Hill Giant 
  Moog
  SKT 116
  25 Hobgoblin 
  Klarz
  SKT 220
  26 Hollyphant 
  Lulu
  DiA 50 †
  27 Hook Horror 
  Clack
  OotA 32
  28 Intellect Devourer 
  Id
  29 Kenku 
  Corvus
  30 Kobold 
  Meepo
  TYP 16
  31 Kuo-toa 
  Glooglugogg
  32 Lizardfolk 
  Sauriv
  GoS 79
  33 Meazel 
  Garret
  34 Merfolk 
  Talrand
  35 Minotaur 
  Zegdar
  PotA 120
  36 Myconid 
  Stool
  OotA 5 §
  37 Niblewright 
  Nim
  WDH 46
  38 Night Hag 
  Granny Nightshade
  GoS 22
  39 Nilbog 
  Prood
  40 Nothic 
  Wyx
  PotA 120
  41 Ogre 
  Nob
  SKT 30
  42 Orc 
  Ront
  OotA 5 §
  43 Poltergeist 
  Lif
  WDH 32
  44 Quaggoth 
  Derendil
  OotA 5 §
  45 Redcap 
  M’durhoebo
  DiA 84 *
  46 Sahuagin 
  Oshalla
  DiA 18
  47 Satyr 
  Greenwhistle
  SKT 51
  48 Scarecrow 
  Threadneedle
  ToA 183
  49 Skeleton 
  Bones
  50 Skulk 
  Brandul
  51 Spectator 
  Spud
  LMoP 48 
  52 Svirfneblin 
  Jimjar
  OotA 5 §
  53 Thri-kreen 
  Tiktikik
  54 Xvart 
  Nexlit
  55 Yeti 
  Bumble
  56 Yuan-ti 
  Nahth
  ToA 114
  57 Zombie 
  Brian
   MANUAL OF SIDEKICKS
  4
  
  AARAKOCRA SIDEKICK 
  KAZRA 
  As a ﬂedgling, Kazra rufﬂed the wrong feathers 
  and barely escaped with her life.
  Personality. “That looks interesting. I should 
  go check it out.”
  Ideal. “The open sky is where legends take 
  ﬂight.”
  Bond. “I will seek out Elemental Evil and 
  destroy it.”
  Flaw. “I can’t help sticking my beak where it 
  doesn’t belong.”
  AARAKOCRA SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Spread Your Wings. The 
  aarakocra’s flying speed increases 
  to 50 ft.
  3rd
  18 (4d8)
  Sky Awareness. The aarakocra 
  always knows which way is north 
  and how many hours there are until 
  the next sunrise or sunset.
  4th
  22 (5d8)
  Ability Score Improvement. The 
  aarakocra’s Dexterity score 
  increases to 16 (+3). 
  Keen Hearing. The aarakocra has 
  advantage on Wisdom (perception) 
  checks that rely on hearing.
  5th
  27 (6d8)
  Proficiency Bonus. The aarakocra’s 
  proficiency bonus increases to +3. 
  Dive Attack. If the aarakocra is 
  flying and dives at least 30 feet 
  straight toward a target and then 
  hits it with a melee weapon attack, 
  the attack deals an extra 3 (1d6) 
  damage to the target.
  6th
  31 (7d8)
  Extra Attack. The aarakocra can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  5
  DROOP’S MONSTER
  AARAKOCRA SIDEKICK 
  1st-level Medium humanoid (aarakocra) 
  Armor Class 12 
  Hit Points 9 (2d8) 
  Speed 20 ft., fly 20 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11(+0) 
  16 (+3) 
  11 (+0) 
  Skills Perception +5 
  Senses passive Perception 15 
  Languages Common, Aarakocra, Auran 
  ACTIONS 
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4+2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. 
  
  AWAKENED TREE SIDEKICK 
  LIFFERLAS 
  Happily carrying out his creator's charge to 
  protect Goldenﬁelds, Lifferlas has grown to love 
  the residents of the settlement, especially the 
  children.
  Personality. “Gather 'round, children, and I’ll 
  tell you a legend of Chauntea.”
  Ideal. “There is such beauty in watching a seed 
  sprout.” 
  Bond. “I live to see the crops and children of 
  Goldenﬁelds grow to maturity.”
  Flaw. “Forgive me for calling you by your 
  mother’s name. You look just like her at that age.” 
  AWAKENED TREE SIDEKICKS BEYOND 5TH LEVEL 
   MANUAL OF SIDEKICKS
  6
  Level
  Hit Points
  New Features
  6th
  59 
  (7d12+14)
  Extra Attack. The awakened tree 
  can attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  7th
  68 
  (8d12+16)
  Tree Hugger. When the awakened 
  tree hits a creature with its slam 
  attack, the creature is also grappled 
  by it; escape DC 14 (10 + the 
  awakened tree’s Strength modifier).
  8th
  76 
  (9d12+18)
  Ability Score Improvement. The 
  awakened tree’s Strength score 
  increases to 21 (+5).
  9th
  85 
  (10d12+20)
  Thickened Bark. The awakened 
  tree is resistant to bludgeoning, 
  piercing, and slashing damage from 
  nonmagical attacks.
  10th
  93 
  (11d12+22)
  Sentry. The awakened tree is aware 
  of the location of every creature 
  within 30 feet of any tree that lies 
  within 1 mile of the awakened tree.
  AWAKENED TREE SIDEKICK 
  5th-level Huge plant 
  Armor Class 13 (natural armor) 
  Hit Points 51 (6d12+12) 
  Speed 20 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  6 (-2) 
  15 (+2) 
  10 (+0) 
  10 (+0) 
  7 (-2) 
  Damage Vulnerabilities fire 
  Senses passive Perception 10 
  Languages Common 
  False Appearance. While the awakened tree remains motionless, it 
  is indistinguishable from a normal tree. 
  ACTIONS 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 
  14 (3d6+4) bludgeoning damage. 
  
  BUGBEAR SIDEKICK 
  KLARG 
  Klarg is a delusional bugbear, convinced 
  (wrongly) of his own superiority, and only refers 
  to himself in the third person. In other words, a 
  legend in his own mind.
  Personality. “Klarg is the best. The best there's 
  ever been. There's no bugbear better than Klarg.”
  Ideal. “Klarg will conquer every mortal being! 
  And then he will start on the immortals!” 
  Bond. “If the price is right, Klarg will deign to 
  work with lesser beings.”
  Flaw. “Klarg has no ﬂaws! Klarg is perfect!” 
  BUGBEAR SIDEKICKS BEYOND 4TH LEVEL 
  7
  DROOP’S MONSTER
  BUGBEAR SIDEKICK 
  4th level Medium humanoid (goblinoid) 
  Armor Class 16 (hide armor, shield) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  8 (+1) 
  11 (+0) 
  9 (-1) 
  Skills Stealth +6, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Brute. A melee weapon deals one extra die of its damage when 
  the bugbear hits with it (included in the attack). 
  ACTIONS 
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8+2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in 
  melee or 5 (1d6+2) piercing damage at range. 
  Level
  Hit Points
  New Features
  5th
  33 
  (6d8+6)
  Surprisal. If the bugbear surprises a 
  creature and hits it with an attack 
  during the first round of combat, 
  the target takes an extra 7 (2d6) 
  damage from the attack. 
  Proficiency Bonus. The bugbear’s 
  proficiency bonus increases to +3.
  6th
  38 
  (7d8+7)
  Silent Running. The bugbear’s 
  proficiency bonus is doubled on 
  Dexterity (Stealth) checks.
  7th
  44 
  (8d8+8)
  Ability Score Improvement. The 
  bugbear’s Strength score increases 
  to 16 (+3). 
  Sneaky Feet. On the bugbear’s 
  turn in combat, it can take the 
  Dash, Disengage, or Hide action as 
  a bonus action.
  8th
  49 
  (9d8 +9)
  Artful Evader. When the bugbear 
  is subjected to an area effect (e.g., 
  breath weapon, spell) that allows it 
  to make a Dexterity saving throw to 
  take only half damage, it instead 
  takes no damage on a successful 
  saving throw, and only half damage 
  on a failure.
  9th
  55 
  (10d8 +10)
  Master Sneak. The bugbear has 
  advantage on Dexterity (Stealth) 
  checks if it moves no more than half 
  its speed on the same turn.
  
  BULLYWUG SIDEKICK 
  TORBIT 
  Torbit made some bad life choices and had to rethink his once-unshakable devotion to his master. Now 
  he's looking for a way to regain his former position within his tribe and is willing to do whatever it takes 
  to get there.
  Personality. “If it's worth having, it's worth killing for.”
  Ideal. “It’s a frog-eat-frog world. And that’s exactly what I intend to do.”
  Bond. “I'll work with anyone...as long as it's to my advantage to do so.”
  Flaw. “I have many ﬂaws; compulsive honesty is not among them.”
   MANUAL OF SIDEKICKS
  8
  Level
  Hit Points
  New Features
  2nd
  15 (3d8+2)
  Slippery. The bullywug can use a 
  bonus action to excrete a slimy 
  coating to its skin that confers 
  resistance to attempts to grapple or 
  restrain for 1d4 rounds. 
  Swamp Camouflage. The bullywug 
  has advantage on Dexterity 
  (Stealth) checks to attempt to hide 
  in swampy terrain.
  3rd
  20 (4d8+2)
  Thundercroak. The bullywug can 
  produce a painfully loud croaking 
  noise once per day. Each creature 
  within a 15 ft. cube originating with 
  the bullywug must succeed on a 
  Constitution saving throw or be 
  deafened 1 minute.
  4th
  24 (5d8+2)
  Ability Score Improvement. The 
  bullywug’s Dexterity score increases 
  to 14 (+2) . 
  Produce Toxin. The bullywug can 
  secrete enough toxin once per day 
  to coat a weapon. A creature hit 
  with such a poisoned weapon must 
  succeed on a DC 13 Constitution 
  save or be poisoned for 1 hour.
  5th
  29 (6d8+2)
  Proficiency Bonus. The bullywug’s 
  proficiency bonus increases to +3. 
  Amphibian Intimidation. Once per 
  long or short rest, the bullywug can 
  compel up to 20 Tiny or Small  
  amphibians to make a DC 15 
  Charisma check or obey its 
  commands.
  6th
  33 (7d8+2)
  Swamp Gas. The bullywug can 
  produce a 10 ft. radius cloud of 
  fetid gas that smells like a stagnant 
  swamp. Each creature that begins 
  its turn within the cloud must 
  succeed on a DC 14 Constitution 
  saving throw or be poisoned until 
  the start of its next turn.
  BULLYWUG SIDEKICKS BEYOND 1ST LEVEL
  BULLYWUG SIDEKICK 
  1st-level Medium humanoid (bullywug) 
  Armor Class 15 (hide armor, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  7 (-2) 
  10 (+0) 
  7 (-2) 
  Skills Stealth +1 
  Senses darkvision 30 ft., passive Perception 10 
  Languages Common, Bullywug 
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug. 
  Standing Leap. The bullywug’s long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start. 
  ACTIONS 
  Multiattack. The bullywug makes two melee attacks: one with its 
  bite and one with its shortsword. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4+1) bludgeoning damage. 
  Shortsword. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 4 
  (1d6+1) piercing damage 
  
  CENTAUR SIDEKICK 
  XANTH 
  Driven from Neverwinter Wood by marauding 
  orcs, Xanth overcame their reclusive nature to 
  seek help.
  Personality. “I only feel comfortable in the 
  forest. Civilization frightens me.”
  Ideal. “Every living thing should respect each 
  other, and we’ll all live in harmony.”
  Bond. “I left my tribe after I was spurned by 
  the love of my life. I’m better off alone anyway.”
  Flaw. “My cowardice keeps me from 
  confronting my enemies alone.”
  CENTAUR SIDEKICKS BEYOND 3RD LEVEL 
  9
  DROOP’S MONSTER
  CENTAUR SIDEKICK 
  3rd-level Large monstrosity 
  Armor Class 12 
  Hit Points 28 (4d10+6) 
  Speed 50 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  9 (-1) 
  13 (+1) 
  11 (+0) 
  Skills Athletics +5, Perception +3, Survival +3 
  Senses passive Perception 13 
  Languages Common, Elvish, Sylvan 
  ACTIONS 
  Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 
  8 (1d10+4) piercing damage. 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6+3) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8+2) piercing damage.
  Level
  Hit Points
  New Features
  4th
  35  
  (5d10+8)
  Ability Score Improvement. The 
  centaur’s Dexterity score increases 
  to 16 (+3). 
  Gallop. The centaur can use a 
  bonus action to Dash.
  5th
  43  
  (6d10+10)
  Proficiency Bonus. The centaur’s 
  proficiency bonus increases to +3. 
  Joust. If the centaur moves at least 
  30 feet straight toward a target and 
  then hits it with a pike attack on the 
  same turn, the target takes an extra 
  10 (3d6) piercing damage.
  6th
  50  
  (7d10+12)
  Extra Attack. The centaur can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  7th
  58  
  (8d10+14)
  Defensive Tactics. When the 
  centaur moves at least 10 feet 
  before making a melee attack 
  against a creature, it doesn’t 
  provoke an opporunity attack from 
  that creature if it leaves the 
  creature’s reach during this turn.
  8th
  65 
  (10d10+16)
  Ability Score Improvement. The 
  centaur’s Strength score increases 
  to 18 (+4). 
  Land’s Stride. Moving through 
  nonmagical difficult terrain costs 
  the centaur no additional 
  movement.
  
  CYCLOPS SIDEKICK 
  PAULFEMUS 
  Paulfemus made a serious error once when he 
  disrespected the sacred tradition of hospitality 
  (i.e., he ate a guest), which angered a local deity. 
  Offered the choice of atoning for his wrongdoing 
  by wandering the world aiding those in need, or 
  having his one eye plucked from its socket, he 
  grudgingly chose the former.
  Personality. “Won't never make that mistake 
  agin. Imma make sure they ain’t my guests afore I 
  eats 'em.”
  Ideal. “I’m the biggest, so my share of the 
  pretties should be the biggest, aye?” 
  Bond. “I just wants things to be as they was. I 
  misses my cave.”
  Flaw. “I often wonders if I haveta count the 
  people I’m helpin' as guests.” 
  CYCLOPS SIDEKICKS BEYOND 6TH LEVEL 
   MANUAL OF SIDEKICKS
  10
  Level
  Hit Points
  New Features
  7th
  61 
  (8d12+20)
  Rock n’ Rock. The cyclops can 
  make two rock attacks when it takes 
  the Attack action on its turn.
  8th
  72 
  (9d12+24)
  Ability Score Improvement. The 
  cyclops’s Strength score increases 
  to 21 (+4).
  9th
  84 
  (10d12+29)
  Proficiency Bonus. The cyclops’s 
  proficiency bonus increases to +4.
  10th
  95 
  (11d12+34)
  Thick Skin. Whenever the cyclops 
  makes a saving throw, it adds 1d4 
  to the total. If applying this bonus 
  to a death saving throw increases 
  the total to 20 or higher, the 
  cyclops gains the benefits of rolling 
  a 20.
  11th
  107 
  (12d12+39)
  Brute Force. The cyclops’s attacks 
  deal one extra die of damage when 
  they hit.
  CYCLOPS SIDEKICK 
  6th-level Huge giant 
  Armor Class 14 (natural armor) 
  Hit Points 51 (7d12+16) 
  Speed 30 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  11 (+0) 
  19 (+4) 
  8 (-1) 
  6 (-2) 
  10 (+0) 
  Senses passive Perception 8 
  Languages Giant, Common 
  Poor Depth Perception. The cyclops has disadvantage on any 
  attack roll against a target more than 30 feet away. 
  ACTIONS 
  Multiattack. The cyclops makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8+6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one 
  target. Hit: 22 (3d10+6) bludgeoning damage. 
  
  DERRO SIDEKICK 
  BUPPIDO 
  When captured by drow, Buppido was quick to 
  befriend his fellow prisoners and devise an 
  escape plan. 
  Personality. “I can sweet-talk the sugar off a 
  piece of candy. That’s why I tried to lick you.”
  Ideal. “Fear is a detriment best left to those 
  who lack faith.”
  Bond. “Serving Diinkarazan is the holy work I 
  do for my people.”
  Flaw. “These setbacks can’t be credited to my 
  actions; they are merely part of the divine plan.”
  DERRO SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  12 (3d6+2)
  Double Daggers. When the derro 
  attacks with a dagger in one hand, 
  it may attack with a second dagger 
  in the other hand as a bonus action.
  3rd
  17 (4d6+3)
  Sorcery. The derro can cast burning 
  hands (save DC 12) once per day.
  4th
  21 (5d6+4)
  Ability Score Improvement. The 
  derro’s Dexterity score increases to 
  16 (+3). 
  Fakeout. When the derro hits a 
  Medium or smaller creature with a 
  melee attack, the derro can choose 
  to deal no damage and knock the 
  creature prone instead.
  5th
  26 (6d6+5)
  Proficiency Bonus. The derro’s 
  proficiency bonus increases to +3. 
  Magic Resistance. The derro has 
  advantage on saving throws against 
  spells and other magical effects.
  6th
  30 (7d6+6)
  Sorcery. The derro can cast crown 
  of madness (save DC 12) once per 
  day.
  11
  DROOP’S MONSTER
  DERRO SIDEKICK 
  1st-level Small humanoid (derro) 
  Armor Class 13 (leather armor) 
  Hit Points 8 (2d6+1) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  5 (-3) 
  14 (+2) 
  Skills Stealth +4 
  Senses darkvision 120 ft., passive Perception 7 
  Languages Common, Dwarvish, Undercommon 
  Sunlight Sensitivity. While in sunlight, the derro has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  ACTIONS 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4+2) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8+2) piercing damage.
  
  DROW SIDEKICK 
  SARITH 
  Sullen, brooding, and handsome, Sarith would be 
  the object of affection of many young people on 
  the surface. If only they could change him. They 
  can’t.
  Personality. “I’d prefer to be left alone, if you 
  please.”
  Ideal. “The key is to tell just as little truth as 
  necessary to achieve one’s ends.” 
  Bond. “I live in disgrace, framed for a crime I 
  didn’t commit.”
  Flaw. “…at least I hope I didn’t. I really can’t 
  recall.” 
  DROW SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  12
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Poisoner. Once per day the drow 
  can produce enough poison to coat 
  three pieces of ammunition. A 
  creature struck by the poison must 
  succeed on a DC 13 Constitution 
  saving throw or be poisoned for 1 
  hour.
  3rd
  18 (4d8)
  Innate Spellcasting. The drow can 
  innately cast the following spells 
  1/day each: faerie fire, witch bolt
  4th
  22 (5d8)
  Ability Score Improvement. The 
  drow’s Dexterity score increases to 
  16 (+3).
  5th
  27 (6d8)
  Proficiency Bonus. The drow’s 
  proficiency bonus increases to +3. 
  Innate Spellcasting. The drow can 
  innately cast the following spells 
  1/day each: darkness, misty step
  6th
  31 (7d8)
  Extra Attack. The drow can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn.
  DROW SIDEKICK 
  1st-level Medium humanoid (elf) 
  Armor Class 15 (chain shirt) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
  Skills Perception +2, Stealth +4 
  Senses darkvision, 120 ft., passive Perception 12 
  Languages Common, Elvish, Undercommon 
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is Charisma 
  (spell save DC 11). It casts the following spells, requiring no 
  material components: 
  At will: dancing lights 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6+2) piercing damage. 
  
  DRYAD SIDEKICK 
  ASHALDRI 
  Investigating how magic can reshape a place is 
  Ashaldri’s life’s work.
  Personality. “Set aside your worries and come 
  dance with me.”
  Ideal. “The verdancy you see around us should 
  spread far and wide.”
  Bond. “That dragon can't terrorize us forever. 
  Someday we’ll drive Old Gnawbone from our 
  forest. ”
  Flaw. “When I see a beautiful mortal I feel 
  compelled to possess it.”
  DRYAD SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Speak with Beasts and Plants. The 
  dryad can communicate with beasts 
  and plants as if they shared a 
  language.
  3rd
  18 (4d8)
  Innate Spellcasting. The dryad’s  
  innate spellcasting ability is 
  Charisma (spell save DC 13). The 
  dryad can innately cast the 
  following spells at will: druidcraft, 
  shillelagh, thorn whip
  4th
  22 (5d8)
  Ability Score Improvement. The 
  dryad’s Charisma score increases to 
  18 (+4).
  5th
  27 (6d8)
  Proficiency Bonus. The dryad’s 
  proficiency bonus increases to +3.
  6th
  31 (7d8)
  Tree Stride. Once on its turn, the 
  dryad can use 10 feet of its 
  movement to step magically into 
  one living tree within its reach and 
  emerge from a second living tree 
  within 60 feet of the first tree, 
  appearing in an unoccupied space 
  within 5 feet of the second tree. 
  Both trees must be Large or bigger.
  13
  DROOP’S MONSTER
  DRYAD SIDEKICK 
  1st-level Medium fey 
  Armor Class 11 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
  16 (+3) 
  Skills Perception +3, Survival +3 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Elvish, Sylvan 
  ACTIONS 
  Bone Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) slashing damage. 
  
  DUERGAR SIDEKICK 
  HEMETH 
  A businessman at heart, Hemeth is a master 
  negotiator whose propensity to play both sides 
  has gotten him into trouble more times than he 
  can count.
  Personality. “I’ll ﬁnd what you need at a price 
  nobody else can match.”
  Ideal. “There’s always a deal to be made, and 
  the terms are always negotiable.” 
  Bond. “The value of everything can be 
  measured in gold and gems.”
  Flaw. “If it sounds too good to be true, it might 
  a great opportunity!” 
  DUERGAR SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  14
  DUERGAR SIDEKICK 
  1st-level Medium humanoid (dwarf) 
  Armor Class 16 (scale mail, shield) 
  Hit Points 13 (2d8+4) 
  Speed 25 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
  Damage Resistances poison 
  Skills Deception +3, Persuasion +3  
  Senses darkvision 120 ft., passive Perception 12 
  Languages Common, Dwarvish, Undercommon 
  Sunlight Sensitivity. While in sunlight, the duergar has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.  
  ACTIONS 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8+2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6+2) piercing damage. 
  Level
  Hit Points
  New Features
  2nd
  19 (3d8+6)
  Dark Resilience. The duergar has 
  advantage on saving throws against 
  poison, spells, and illusions, as well 
  as to resist being charmed or 
  paralyzed.
  3rd
  26 (4d8+8)
  Enlarge (Recharges after a Short 
  or Long Rest). For 1 minute, the 
  duergar magically increases in size, 
  along with anything it is wearing or 
  carrying. While enlarged, the 
  duergar is Large, doubles its 
  damage dice on Strength-based 
  weapon attacks, and makes 
  Strength checks and Strength 
  saving throws with advantage. If the 
  duergar lacks the room to become 
  Large, it attains the maximum size 
  possible in the space available. 
  4th
  32 (5d8+10)
  Ability Score Improvement. The 
  duergar’s Strength score increases 
  to 16 (+3). 
  Invisibility (Recharges after a 
  Short or Long Rest). The duergar 
  magically turns invisible until it 
  attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is 
  broken, up to 1 hour (as if 
  concentrating on a spell). Any 
  equipment the duergar wears or 
  carries is invisible with it.  
  5th
  39 (6d8+12)
  Proficiency Bonus. The duergar’s 
  proficiency bonus increases to +3.
  6th
  45 (7d8+14)
  Phalanx Formation. The duergar 
  has advantage on attack rolls and 
  Dexterity saving throws while 
  standing within 5 feet of an ally 
  wielding a shield. 
  
  ETTIN SIDEKICK 
  OINKER-BOINKER 
  This two-headed giant tends a pig farm. The 
  implication of their name is unfortunately 
  accurate. 
  Oinker
  Personality. “Sooie! Here piggy piggy!”
  Ideal. “Me right one so me always right.” 
  Bond. “Me hate Boinker.”
  Flaw. “Me sad when piggy get eated.” 
  Boinker
  Personality. “You stay away from me piggies!”
  Ideal. “Me left one so me go now.” 
  Bond. “Me hate Oinker.”
  Flaw. “Sooie! Here piggy piggy!”
  ETTIN SIDEKICKS BEYOND 8TH LEVEL 
  15
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  9th
  85 
  (10d10+30)
  Whip it Good. When a creature is 
  hit by the ettin’s giant whip, it must 
  succeed on a DC 16 Strength 
  saving throw or be knocked prone.
  10th
  93 
  (11d10+33)
  Brutal Critical. When the ettin 
  scores a critical hit with a melee 
  weapon attack, add one additional 
  damage die to the damage dealt 
  by the attack.
  11th
  102 
  (12d10+36)
  Full Heads of Steam. When the 
  ettin moves at least 10 feet in a 
  straight line immediately before 
  attacking a creature, the ettin gains 
  a +10 bonus to the attack’s damage 
  roll.
  12th
  110 
  (13d10+39)
  Ability Score Improvement. The 
  ettin’s Strength increases to 20 (+5).
  13th
  119 
  (14d10+42)
  Proficiency Bonus. The ettin’s 
  proficiency bonus increases to +4.
  ETTIN SIDEKICK 
  8th-level Large giant 
  Armor Class 12 (natural armor) 
  Hit Points 76 (9d10+27) 
  Speed 40 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
  Skills Perception +3 
  Senses darkvision 60ft., passive Perception 14 
  Languages Common, Giant, Orc 
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious. 
  Wakeful. When one of the ettin’s heads is asleep its other head is 
  awake. 
  ACTIONS 
  Multiattack. The ettin makes two attacks: one with the weapon in 
  each hand. 
  Giant Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8+5) slashing damage. 
  
  GAZER SIDEKICK 
  WHITEY 
  Whitey is an albino gazer dreamed by Xanathar to 
  spy on those the beholder suspects of being 
  disloyal. Too bad Whitey is, himself, utterly 
  disloyal.
  Personality. “I am what I am! An annoyance.”
  Ideal. “Bugs taste better than rats, but you have 
  to catch so many of them to get the same amount 
  of meat. That’s life for you.” 
  Bond. “New master has treats?”
  Flaw. “Loyalty? No thanks, I’m more of a 
  coffee drinker.” 
  GAZER SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  16
  GAZER SIDEKICK 
  1st-level Tiny aberration 
  Armor Class 13 
  Hit Points 11 (2d4+4) 
  Speed 0 ft., fly 30 ft. (hover) 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 (-4) 
  17 (+3) 
  14 (+2) 
  3 (-4) 
  10 (+0) 
  7 (-2) 
  Saving Throws Wisdom +2 
  Skills Perception +4, Stealth +5 
  Senses darkvision, 60 ft., passive Perception 14 
  Languages Understands Common, but speaks only  
  through the use of its Mimicry trait 
  Aggressive. As a bonus action, the gazer can move up to its speed 
  toward a hostile creature it can see. 
  Eyestalks. The gazer has 4 eyestalks, which it uses for its eye ray 
  attack. The save DC (12) for these attacks is equal to 10 + the 
  gazer’s proficiency bonus. 
  Mimicry. The gazer can mimic simple sounds of speech it has 
  heard, in any language. A creature that hears the sounds can tell 
  they are imitations with a successful DC 10 Wisdom (Insight) check. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 
  piercing damage. 
  Eye Ray. The gazer shoots one of the following magical eye rays at 
  random at a target it can see within 60 ft. of it: 
  1. Dazing Ray. The targeted creature must succeed on a Wisdom 
  saving throw or be charmed until the start of the gazer’s next turn. 
  While the target is charmed in this way, its speed is halved, and it 
  has disadvantage on attack rolls.  
  2. Fear Ray. The targeted creature must succeed on a Wisdom 
  saving throw or be frightened until the start of the gazer’s next turn.  
  3. Frost Ray. The targeted creature must succeed on a Dexterity 
  saving throw or take 10 (3d6) cold damage.  
  4. Telekinetic Ray. If the target is a creature that is Medium or 
  smaller, it must succeed on a Strength saving throw or be moved 
  up to 30 feet directly away from the gazer. If the target is an object 
  weighing 10 pounds or less that isn’t being worn or carried, the 
  gazer moves it up to 30 feet in any direction. The gazer can also 
  exert fine control on objects with this ray, such as manipulating a 
  simple tool or opening a container.  
  Level
  Hit Points
  New Features
  2nd
  13 (3d4+6)
  Two Beams. The gazer’s Eye Ray 
  action shoots two beams chosen at 
  random (reroll duplicates) at its 
  target.
  3rd
  18 (4d4+8)
  Divergent Beams. The gazer can 
  choose a second target when it 
  shoots the second beam with its 
  Eye Ray action.
  4th
  22 (5d4+10)
  Controlled Beams. When the gazer 
  uses its Eye Ray action, it can 
  choose which magical eye ray it 
  uses for each target. It can use each 
  ray only once on a turn. 
  5th
  27 (6d4+12)
  Proficiency Bonus. The gazer’s 
  proficiency bonus increases to +3.
  6th
  31 (7d4+14)
  Reflexive beam. When the gazer is 
  hit with an attack by an attacker 
  within 60 ft. of the gazer that it can 
  see, the gazer can use its reaction 
  to shoot a single Eye Ray that it has 
  not yet used this turn at that 
  creature.
  
  GNOLL SIDEKICKS BEYOND 1ST LEVEL 
  GNOLL SIDEKICK 
  GASH 
  Badly mistreated, Gash had come to view his 
  captors sympathetically. After being shown 
  kindness by a potential victim he remembered his 
  true self.
  Personality. “Now stop me if you’ve heard this 
  one…”
  Ideal. “If you can’t be jovial, what’s the point of 
  living?” 
  Bond. “I lost my way when I let my levity die. I 
  won’t make that mistake again.”
  Flaw. “There’s a line beyond which it’s no 
  longer funny. I can’t help crossing it.” 
  17
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Rampage. When the gnoll reduces 
  a creature to 0 hit points with a 
  melee attack on its turn, the gnoll 
  can take a bonus action to move up 
  to half its speed and make a bite 
  attack.
  3rd
  18 (4d8)
  Heckler. The gnoll can use its 
  action to target one creature, 
  producing the effect of the vicious 
  mockery cantrip, save DC 14 (10 + 
  the gnoll’s Charisma (Performance) 
  modifier).
  4th
  22 (5d8)
  Ability Score Improvement. The 
  gnoll’s Charisma score increases to 
  12 (+1). 
  Comedian. The gnoll can use its 
  action to target one creature, 
  producing the effect of the Tasha’s 
  hideous laughter spell, save DC 15 
  (10 + the gnoll’s Charisma 
  (Performance) modifier). Once this 
  ability has been used, it cannot be 
  used again until the gnoll finishes a 
  short or long rest.
  5th
  27 (6d8)
  Proficiency Bonus. The gnoll’s 
  proficiency bonus increases to +3. 
  Roaring Rampage (Recharge 5-6). 
  When the gnoll uses its rampage 
  feature it can also choose a friendly 
  creature that can hear it. That 
  creature can immediately use its 
  reaction to make one weapon 
  attack.
  6th
  31 (7d8)
  Extra Attack. The gnoll can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn. 
  Yeenoghu’s Fang. When the gnoll 
  hits with its bite attack, the target 
  must succeed on a DC 12 
  Constitution saving throw or take 7 
  (2d6) poison damage.
  GNOLL SIDEKICK 
  1st-level Medium humanoid (gnoll) 
  Armor Class 15 (hide armor, shield) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  6 (-2) 
  10 (+0) 
  10 (+0) 
  Skills Performance +4 
  Senses darkvision, 60 ft., passive Perception 10 
  Languages Common, Gnoll 
  Funny. The gnoll doubles its proficiency bonus on Charisma 
  ({erformance) checks.  
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 
  (1d4+3) piercing damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) slashing damage. 
  
  DROOP 
  Droop was the runt of the litter, and it followed 
  him his entire life.
  Personality. “That’s cool. You’re cool. What do 
  you want me to do? Cool.”
  Ideal. “If I try hard enough, I’m bound to ﬁt 
  in.”
  Bond. “Once I ﬁnd a crew that accepts me, I’ll 
  do whatever it takes to stay in their good graces.”
  Flaw. “Do you have a new best friend yet? I’ve 
  been looking for someone to push me around.”
  GOBLIN SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  18
  GOBLIN SIDEKICK 
  1st-level Small humanoid (goblinoid) 
  Armor Class 14 (shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  8 (-1) 
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns. 
  ACTIONS 
  Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.  
  Hit: 2 (1d4-1) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Level
  Hit Points
  New Features
  2nd
  10 (3d6)
  Combat Initiate. The goblin gains 
  proficiency with martial melee 
  weapons, martial ranged weapons, 
  and light armor. If the goblin 
  becomes equipped with better 
  arms or armor, make the 
  appropriate adjustments to the stat 
  block.
  3rd
  14 (4d6)
  Second Strike. When the goblin 
  makes a melee weapon attack, it 
  can use its bonus action to make a 
  second attack with the same 
  weapon at disadvantage.
  4th
  17 (5d6)
  Ability Score Improvement. The 
  goblin’s Dexterity score increases to 
  16 (+3). 
  Useful. The goblin can take the 
  Help action as bonus action.
  5th
  21 (6d6)
  Proficiency Bonus. The goblin’s 
  proficiency bonus increases to +3. 
  Medic. The goblin gains proficiency 
  with the healer’s kit. When the 
  goblin uses a healer’s kit to stabilize 
  a dying creature, that creature also 
  regains 1 hit point.
  6th
  24 (7d6)
  Redirect Attack. When a creature 
  the goblin can see targets it with an 
  attack, the goblin can choose 
  another creature within 5 feet of it. 
  The two swap places, and the 
  chosen creature becomes the 
  target of the attack instead.
  
  GRELL SIDEKICK 
  C’ARL 
  C’arl stumbled upon a Great Eater, and rather 
  than devouring the grell, the beholder offered an 
  endless supply of edibles in return for becoming 
  its spy.
  Personality. “Crowds aren’t my thing. I’m 
  most comfortable alone or in small groups”
  Ideal. “If you’re offered a good deal, don’t be a 
  fool. Take it!” 
  Bond. “I lie in wait, listening for master.”
  Flaw. “I tend to get bored easily.” 
  GRELL SIDEKICKS BEYOND 5TH LEVEL 
  19
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  6th
  38 (7d8+7)
  Poisonous Barbs. When the grell 
  hits with its tentacles, the target 
  must succeed on a DC 11 
  Constitution saving throw or be 
  poisoned for 1 minute. The 
  poisoned target is paralyzed, and it 
  can repeat the saving throw at the 
  end of each of its turns, ending the 
  effect on a success.
  7th
  44 (8d8+8)
  Grabby. When the grell hits with its 
  tentacles, the taget is also grappled 
  (escape DC 15). If the target is 
  Medium or smaller, it is also 
  restrained until this grapple ends. 
  While grappling the target, the grell 
  has advantage on attack rolls 
  against it and can’t use its tentacles 
  to attack other targets. When the 
  grell moves, any Medium or smaller 
  target it is grappling moves with it. 
  8th
  49 (9d8+9)
  Ability Score Improvement. The 
  grell’s Strength score increases to 
  17 (+3).
  9th
  55 (10d8+10)
  Proficiency Bonus. The grell’s 
  proficiency bonus increases to +4.
  10th
  60 (11d8+11)
  Floating Ambusher. The grell gains 
  a +5 bonus to initiative and has 
  advantage on attack rolls against 
  any creature that hasn’t taken a turn 
  in the the combat yet. When the 
  grell takes the attack action during 
  the first round of combat, it can 
  make an additional attack as part of 
  that action.
  GRELL SIDEKICK 
  5th-level Medium aberration 
  Armor Class 12 (unarmored) 
  Hit Points 33 (6d8+6) 
  Speed 10 ft., fly 30 ft. (hover) 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  9 (-1) 
  Skills Perception +3, Stealth +5 
  Damage Immunities lightning 
  Condition Immunities blinded, prone 
  Senses blindsight, 60 ft. (blind beyond this radius), 
  passive Perception 13 
  Languages Common, Grell 
  ACTIONS 
  Multiattack. The Grell makes two attacks: one with its tentacles 
  and one with its beak. 
  Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 7 (1d10+2) piercing damage. 
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (2d4+2) slashing damage. 
  
  GRIMLOCK SIDEKICK 
  GARKUL 
  An outcast for disliking the taste of humanoid 
  ﬂesh, Garkul set out into the Underdark on her 
  own in hopes of one day becoming a basilisk 
  rancher.
  Personality. “I enjoy solitude, but still wish I 
  could ﬁnd a friend.”
  Ideal. “Find an understanding of yourself, and 
  you’ve found an understanding of your world.” 
  Bond. “I entered seclusion to avoid being the 
  kind of monster I saw in everyone else.”
  Flaw. “I’m quick to judge the the many based 
  on the ﬂaws of a few.” 
  GRIMLOCK SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  20
  GRIMLOCK SIDEKICK 
  1st-level Medium humanoid (grimlock) 
  Armor Class 11 (natural armor) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+2) 
  12 (+1) 
  12 (+1) 
  9 (-1) 
  8 (-1) 
  6 (-2) 
  Skills Athletics +5, Perception +3, Stealth +3 
  Condition Immunities blinded 
  Senses blindsight, 30 ft. or 10 ft. while deafened (blind 
  beyond this radius), passive Perception 10 
  Languages Common, Undercommon 
  Blind Senses. The grimlock can’t use its blindsight while deafened 
  and unable to smell. 
  Perceptive. The grimlock doubles its proficiency bonus on Wisdom 
  (Perception) checks.  
  ACTIONS 
  Blunt Boneaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) bludgeoning damage plus 2 (1d4) slashing 
  damage.  
  Level
  Hit Points
  New Features
  2nd
  16 (3d8+3)
  Keen Hearing and Smell. The 
  grimlock has advantage on Wisdom 
  (Perception) checks that rely on 
  hearing or smell.
  3rd
  22 (4d8+4)
  Stone Skin. The grimlock’s Armor 
  Class increases to 13, and the 
  grimlock has advantage on 
  Dexterity (Stealth) checks made to 
  hide in rocky terrain.
  4th
  27 (5d8+5)
  Ability Score Improvement. The 
  grimlock’s Strength score increases 
  to 18 (+3).
  5th
  33 (6d8+6)
  Proficiency Bonus. The grimlock’s 
  proficiency bonus increases to +3. 
  Truesight. The grimlock gains 
  truesight, 30 ft.
  6th
  40 (7d8+7)
  Extra Attack. The grimlock can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.. 
  Stoner (Recharge 5-6). As an 
  action, the grimlock targets one 
  creature it can see. The target must 
  succeed on a DC 13 Constitution 
  saving throw against being 
  magically petrified. On a failed 
  save, the creature begins to turn to 
  stone and is restrained. It must 
  repeat the saving throw at the end 
  of its next turn. On a success, the 
  effect ends. On a failure, the 
  creature is petrified for 24 hours.
  
  GRUNG SIDEKICKS BEYOND 1ST LEVEL 
  GRUNG SIDEKICK 
  IMBOK 
  Imbok is a chieftain's youngest son, but to his 
  everlasting shame, he matured into a green grung 
  (the lowest caste) rather than the red or orange 
  that should have been his birthright.
  Personality. "I know I will never amount to 
  anything, so it doesn’t matter where I go or what I 
  do."
  Ideal. "If only I could accomplish some great 
  deed, my people might think me worthy of a 
  higher caste. Even blue would be better than 
  green." 
  Bond. “Even though I am worthless, I still love 
  my home.”
  Flaw. "I secretly hate every one of my 180 
  siblings. None of them are green."
  21
  DROOP’S MONSTER
  GRUNG SIDEKICK 
  1st-level Small humanoid (grung) 
  Armor Class 12  
  Hit Points 11 (2d6+4) 
  Speed 25 ft., climb 25 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  Saving Throws Dex +4 
  Skills Athletics +2, Perception +2, Stealth +2, Survival +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses Passive Perception 10 
  Languages Grung, rudimentary Common 
  Amphibious. The grung can breathe air and water. 
  Poisonous Skin. Any creature that grapples the grung or otherwise 
  comes into direct contact with the grung’s skin must succeed on a 
  DC 10 Constitution saving throw or become poisoned for 1 minute. 
  A poisoned creature no longer in direct contact with the grung can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. The poisoned creature can’t move 
  except to climb or make standing jumps. If the creature is flying, it 
  can’t take any actions or reactions unless it lands. 
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage, and 
  the target must succeed on a DC 10 Constitution saving throw or 
  take 2 (1d4) poison damage. 
  Level
  Hit Points
  New Features
  2nd
   14 (3d6+4) 
  Fast. The grung’s speed and 
  climbing speed increases to 30 ft. 
  Camouflage. The grung can cause 
  its skin to become muted in color 
  and blend with its surroundings, 
  giving it advantage on Dexterity 
  (Stealth) checks.
  3rd
   18 (4d6+4)
  Improved Toxicity. The poison the 
  grung produces to coat its weapon 
  increases in potency such that a 
  creature hit by the weapon must 
  succeed on a DC 12 Constitution 
  saving throw or take 5 (2d4) poison 
  damage.
  4th
   21 (5d6+4)
  Ability Score Improvement. The 
  grung’s Dexterity increases to 16 
  (+3).
  5th
   25 (6d6+4) 
  Proficiency Bonus. The grung’s 
  proficiency bonus increases to +3. 
  Sticky. If the grung is touched, its 
  poison remains on the skin of the  
  creature touching it, and cannot be 
  removed until washed off with 
  water. Until the poison is removed,  
  the creature has disadvantage on 
  its saving throws. The other effects 
  of the poison still apply.
  6th
  28 (7d6+4) 
  Launch. The grung can cast jump 
  twice a day as an innate ability 
  requiring no material components. 
  Cursing a Green Streak. A creature 
  under the influence of the grung’s 
  poison must shout a curse or 
  otherwise make a loud noise at the 
  start and end of each of its turns.
  
  HARPY SIDEKICKS BEYOND 6TH LEVEL 
  HARPY SIDEKICK 
  SICORD 
  Sicord has grown bored, sitting on cliffs, year 
  after year, singing her songs to lure the unwary to 
  her dinner table...as the main course.
  Personality. “There must be more to life than 
  this. I need to get out more.”
  Ideal. “I chatted with a bard once, before I ate 
  him. He was interesting. I think I want to learn to 
  do something besides just charm people. ” 
  Bond. “Is it shiny? I must have it!”
  Flaw. “I’ll never tell my sister harpies, but 
  sometimes I just want a salad.”  
  Level
  Hit Points
  New Features
  7th
  41 
  (8d8+10)
  Expertise. The harpy’s proficiency 
  bonus is doubled for Charisma 
  (Performance) checks.
  8th
  49 
  (9d8+13)
  Song of Second Chances (1/day). 
  As a reaction, the harpy can choose 
  to make a creature reroll one attack 
  roll, ability check, or saving throw 
  that it dislikes. The second roll must 
  be used.
  9th
  56 
  (10d8+16)
  Proficiency Bonus. The harpy’s 
  proficiency bonus increases to +4.
  10th
  64 
  (11d8+19)
  Ability Score Improvement. The 
  harpy’s Dexterity score increases to 
  15 (+2). 
  Song of Repose (1/day). The harpy 
  can sing a soothing song to help 
  revitalize its wounded allies during 
  a short rest. If any friendly creatures 
  who can hear its song  regain hit 
  points at the end of the short rest 
  by spending one or more Hit Dice, 
  each of those creatures regains an 
  extra 2d8 hit points.
  11th
  71 
  (12d8+22)
  Song of Dismissal (1/day). The 
  harpy can sing a disquieting song 
  to attempt to repel up to three 
  interlopers that it can see. If the 
  targeted creatures can hear its 
  song, they must succeed on a DC 
  14 Wisdom saving throw or move 
  away at their speed. Once per turn 
  they can repeat the saving throw; 
  success ends the effect.
   MANUAL OF SIDEKICKS
  22
  HARPY SIDEKICK 
  6th level Medium monstrosity 
  Armor Class 11 
  Hit Points 38 (7d8+7) 
  Speed 20 ft., fly 40 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  7 (-2) 
  10 (+0) 
  13 (+1) 
  Skills Performance +4 
  Senses Passive Perception 10  
  Languages Common 
  ACTIONS 
  Multiattack. The harpy makes two attacks: one with its claws and 
  one with its club. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  6 (2d4+1) slashing damage. 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4+1) bludgeoning damage. 
  Luring Song. The harpy sings a magical melody. Every humanoid 
  and giant within 300 feet of the harpy that can hear the song must 
  succeed on a DC 11 Wisdom saving throw or be charmed until the 
  song ends. The harpy must take a bonus action on its subsequent 
  turns to continue singing. It can stop singing at any time. The song 
  ends if the harpy is incapacitated. 
  While charmed by the harpy, a target is incapacitated and ignores 
  the songs of other harpies. If the charmed target is more than 5 
  feet away from the harpy, the target must move on its turn toward 
  the harpy by the most direct route, trying to get within 5 feet. It 
  doesn’t avoid opportunity attacks, but before moving into 
  damaging terrain, such as lava or a pit, and whenever it takes 
  damage from a source other than the harpy, the target can repeat 
  the saving throw. A charmed target can also repeat the saving 
  throw at the end of each of its turns. If the saving throw is 
  successful, the effect ends on it. 
  
  HELMED HORROR SIDEKICK 
  VICTOROSGUARD 
  The individual who created Victorosguard is no 
  longer in need of its services, so the helmed 
  horror is looking for someone new to protect.
  Personality. “I am a simple being with a simple 
  approach to any situation: attack my patron and 
  you die.”
  Ideal. “My reason for existence is to protect and 
  to serve.” 
  Bond. “If I give you my loyalty, I will defend 
  you even unto my own destruction.”
  Flaw. “I miss the old days. If my creator ever 
  calls me again, I will instantly obey, regardless of 
  what else I might be doing at the time.” 
  HELMED HORROR SIDEKICKS BEYOND 7TH LEVEL 
  23
  DROOP’S MONSTER
  HELMED HORROR SIDEKICK 
  7th level Medium construct 
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8+24) 
  Speed 30 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (-0) 
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands Common, Draconic, Elvish, and Infernal 
  but can’t speak 
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects. 
  Spell Immunity. The helmed horror is immune to fireball, heat 
  metal, and lightning bolt. 
  ACTIONS 
  Multiattack. The helmed horror makes two longsword attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing 
  damage if used with two hands.
  Level
  Hit Points
  New Features
  8th
  67 
  (9d8+27)
  Ability Score Improvement. The 
  helmed horror’s Strength increases 
  to 19 (+4). 
  Protector. When the helmed 
  horror’s patron is attacked and is 
  within 5 feet, the helmed horror can 
  use its reaction to impose 
  disadvantage on the attack roll as 
  long as it is wielding a shield.
  9th
  75 
  (10d8+30)
  Hypercritical. The helmed horror 
  scores a critical hit on a roll of 19 or 
  20. 
  To Action! Once per short or long 
  rest, the helmed horror can push 
  itself beyond its normal limits for a 
  moment and take one additional 
  action on its turn. 
  10th
  82 
  (11d8+33)
  Second Chance. The helmed 
  horror can reroll a saving throw that 
  it fails. It must use the new roll, and  
  can’t use this feature again until it 
  finishes a long rest.
  11th
  90 
  (12d8+36)
  So Metal. Whenever the helmed 
  horror hits with a weapon that it’s 
  proficient with, the weapon’s 
  damage increases by 1d6.
  12th
  97 
  (13d8+39)
  Iron Man. Whenever it makes a 
  saving throw, the helmed horror can 
  roll 1d6 and add the die to its 
  saving throw total. If applying this 
  bonus to a death saving throw 
  increases the total to 20 or higher, it 
  gains the benefits of rolling a 20.
  
  HILL GIANT SIDEKICK 
  MOOG 
  It was bad enough when the chief of her tribe 
  started hogging all the food. But when the chief 
  decided to take all of the husbands for herself as 
  well, Moog decided it was time to strike out on 
  her own.
  Personality. “Me always sing to self.”
  Ideal. “Sheep most tasty but wool get stuck in 
  teeth. Is metaphor.” 
  Bond. “Me love food!”
  Flaw. “Me so sad no have husband Hruk to 
  beat.” 
  HILL GIANT SIDEKICKS BEYOND 6TH LEVEL 
   MANUAL OF SIDEKICKS
  24
  Level
  Hit Points
  New Features
  7th
  84  
  (8d12+32)
  Glutton for Punishment. After the 
  hill giant consumes at least 10 
  pounds of food in one sitting, it 
  gains resistance to bludgeoning, 
  piercing, and slashing damage from 
  nonmagical sources for one hour.
  8th
  94  
  (9d12+36)
  Ability Score Improvement. The 
  hill giant’s Strength score increases 
  to 21 (+5). 
  Tempter Tantrum. If the hill giant 
  has made at least one weapon 
  attack since the start of its last turn 
  but has not successfully hit, the hill 
  giant can use a bonus action to 
  make an additional attack with its 
  greatclub.
  9th
  105 
  (10d12+40)
  Proficiency Bonus. The hill giant’s 
  proficiency bonus increases to +4. 
  Rock Catching. If a Small or 
  Medium object such as a rock is 
  hurled at the hill giant, it can use its 
  reaction to catch the object and 
  take no bludgeoning damage from 
  it on a successful DC 10 Dexterity 
  saving throw.
  10th
  115 
  (11d12+44)
  Extra Attack. The hill giant can 
  make two attacks with its greatclub 
  when it takes the Attack action on 
  its turn.
  11th
  126 
  (12d12+48)
  Blow to the Head. When the hill 
  giant scores a critical hit with a 
  weapon attack against a creature, 
  the target is also stunned until the 
  end of its next turn.
  HILL GIANT SIDEKICK 
  6th-level Huge giant 
  Armor Class 13 (natural armor) 
  Hit Points 73 (7d12+28) 
  Speed 40 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  8 (-1) 
  19 (+4) 
  5 (-3) 
  9 (-1) 
  6 (-3) 
  Skills Athletics +7, Perception +2, Survival +2 
  Senses passive Perception 12 
  Languages Common, Giant 
  ACTIONS 
  Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 17 (3d8+4) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one 
  target. Hit: 20 (3d+4) bludgeoning damage.
  
  HOBGOBLIN SIDEKICK 
  KLARZ 
  Klarz is a bit of an anomaly in the ranks of 
  hobgoblinhood. Once a hard-bitten sea captain 
  who ruled his ruthless crew with an iron ﬁst, 
  Klarz underwent a transformation after a period 
  of enforced peaceful cooperation with a band of 
  adventurers on a quest to stop an incursion of 
  giants into civilized lands. Somewhere along the 
  line, Klarz realized there are other ways of 
  accomplishing one’s goals without constant 
  violence.
  Personality. "I will always do what it takes to 
  get what I want, but persuasion is more satisfying 
  than killing. Trickery is even better!"
  Ideal. "The only law that applies to me is my 
  own honor." 
  Bond. “I owe my life to someone who had no 
  reason to help me. I will never forget that.”
  Flaw. "I try to hide it, but my hatred of elves 
  may someday be my downfall."
  HOBGOBLIN SIDEKICKS BEYOND 1ST LEVEL 
  25
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  2nd
   15 (3d8+2)
  Lightfooted. The hobgoblin can 
  use a bonus action to Dash or 
  Disengage.
  3rd
   20 (4d8+2)
  Parry. The hobgoblin can use its 
  reaction to add 2 to its AC against 
  one melee attack that would hit it. 
  To do so, the hobgoblin must see 
  the attacker and be wielding a 
  melee weapon.
  4th
   24 (5d8+2)
  Ability Score Improvement. The 
  hobgoblin’s Dexterity score 
  increases to 14 (+2).
  5th
  29 (6d8+2)
  Proficiency Bonus. The hobgoblin’s 
  proficiency bonus increases to +3. 
  Saving Face. Once per short or 
  long rest, if the hobgoblin misses 
  with an attack roll or fails an ability 
  check or a saving throw, it can gain 
  a bonus to the roll equal to the 
  number of allies it can see within 30 
  feet of it (maximum bonus of +3). 
  6th
  33 (7d8+2)
  Pack Tactics. The hobgoblin has 
  advantage on an attack roll against 
  a creature if at least one of the 
  hobgoblin’s allies is within 5 feet of 
  the creature and the ally isn’t 
  incapacitated.
  HOBGOBLIN SIDEKICK 
  1st-level Medium humanoid (goblinoid) 
  Armor Class 13 (studded leather)  
  Hit Points 11 (2d8+2) 
  Speed 40 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Sea Legs. The hobgoblin has advantage on Dexterity checks made 
  while standing on a waterborne vessel. 
  ACTIONS 
  Multiattack. The hobgoblin makes two attacks: one with a dagger 
  and one with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. 
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  5 (1d8+1) piercing damage.
  
  HOLLYPHANT SIDEKICK 
  LULU 
  Lulu knows she was a stalwart friend, she just 
  can’t remember to whom. At any rate, she’s your 
  friend now.
  Personality. “I occasionally remember snippets 
  of my past life that I can’t wait to share with my 
  friends.”
  Ideal. “Friendship is magic!” 
  Bond. “I help my friends kick evil’s butt.”
  Flaw. “Oh, shoot, I forget.” 
  HOLLYPHANT SIDEKICKS BEYOND 7TH LEVEL 
  Level
  Hit Points
  New Features
  8th
  40 (9d6+9)
  Remembered Spellcasting.  
  At will: light
  9th
  45 (10d6+10)
  Trumpet of Blasting. The 
  hollyphant’s trumpet creates a 30-
  foot cone of energy. Each creature 
  in the cone must make a DC 14 
  Constitution saving throw. On a 
  failed save, a creature takes 17 
  (5d6) thunder damage and is 
  deafened for one minute. On a 
  successful save, a creatures takes 
  half as much damage and isn’t 
  deafened. Nonmagical objects in 
  the cone that aren’t being held or 
  worn take 35 (10d6) thunder 
  damage.
  10th
  49 (11d6+11)
  Trumpet of Sparkles. The 
  hollyphant’s trumpet creates a 30-
  foot cone of energy. Creatures in 
  the cone must make a DC 14 
  Constitution saving throw, taking 22 
  (4d8+4) radiant damage on a failed 
  save, or half as much damage on a 
  successful one. Evil creatures have 
  disadvantage on the saving throw. 
  Good creatures in the cone take no 
  damage. 
  11th
  54 (12d6+12)
  Remembered Spellcasting.  
  2/day each: bless, cure wounds, 
  protection from evil and good.
  12th
  58 (13d6+13)
  Remembered Spellcasting.  
  1/day each: banishment, heal, raise 
  dead, shapechange (into a golden-
  furred mammoth with feathered 
  wings and a flying speed of 120 ft.), 
  teleport (with no chance of error).
   MANUAL OF SIDEKICKS
  26
  HOLLYPHANT SIDEKICK 
  7th-level Small celestial 
  Armor Class 18 (natural armor)   
  Hit Points 36 (8d6+8) 
  Speed 30 ft., fly 120 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+1) 
  11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  16 (+3) 
  Saving Throws Dex +3, Con +4, Cha +6 
  Damage Resistances bludgeoning, piercing, and 
  slashing that is nonmagical 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 14 
  Languages Common, Celestial, telepathy 120 ft. 
  Aura of Invulnerability. An invisible aura forms in a 10-foot radius 
  sphere around the hollyphant for as long as it lives. Any spell of 5th 
  level or lower cast from outside the barrier can’t affect creatures or 
  objects within it, even if the spell is cast using a higher level spell 
  slot. Such a spell can target creatures and objects within the barrier, 
  but the spell has no effect on them. Similarly, the area within the 
  barrier is excluded from the areas affected by such spells. The 
  hollyphant can use an action to suppress this trait until its 
  concentration ends (as if concentrating on a spell). 
  Innate Spellcasting. The hollyphant’s innate spellcasting ability is 
  Wisdom (spell save DC 15). As it gains levels, it remembers spells it 
  can innately cast, requiring no material components. 
  Magic Weapons. The hollyphant’s weapon attacks are magical. 
  ACTIONS 
  Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d6) piercing damage. 
  Trumpet (3/Day). The hollyphant blows air through its trunk, 
  creating a trumpet sound that can be heard out to a range of 600 
  ft. 
  
  HOOK HORROR SIDEKICKS BEYOND 4TH LEVEL 
  HOOK HORROR SIDEKICK 
  CLACK 
  Hounded and harried without respite by gnolls 
  and worse, Clack is ready to offer his services to 
  any adventuring party if it gets him out of this 
  abysmal section of the Underdark.
  Personality. “I've been a predator and I've 
  been prey. Being a predator is better.”
  Ideal. “Rich hunting grounds for me and my 
  clan, and nobody trying to kill us...is that too 
  much to ask?” 
  Bond. “I will be loyal to anyone who helps me 
  stay alive.”
  Flaw. “I ﬂed my clan as a disgraced coward 
  and can never redeem myself.” 
  Level
  Hit Points
  New Features
  5th
  43  
  (6d10+10)
  Proficiency Bonus. The hook 
  horror’s proficiency increases to +3.
  6th
  50  
  (7d10+12)
  Pack Tactics. The hook horror has 
  advantage on an attack roll against 
  a creature if at least one of its allies 
  is within 5 feet of the the creature 
  and the ally isn’t incapacitated.
  7th
  58  
  (8d10 +14)
  Ability Score Improvement. The 
  hook horror’s Dexterity score 
  increases to 12 (+1)
  8th
  65 
  (9d10 +16)
  Climb the Walls. The hook horror 
  gains proficiency in Athletics and 
  Acrobatics, and its climbing speed 
  increases to 40 ft.
  9th
  68 
  (10d10 +18)
  Durable. Whenever the hook horror 
  makes a saving throw, it rolls 1d6 
  and adds the result to the total.
  27
  DROOP’S MONSTER
  HOOK HORROR SIDEKICK 
  4th-level Large monstrosity 
  Armor Class 15 (natural armor) 
  Hit Points 35 (5d10+8) 
  Speed 30 ft., climb 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  15 (+2) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
  Skills Perception +3 
  Senses Blindsight 60 ft., Darkvision 120 ft., Passive 
  Perception 13 
  Languages Hook Horror, understands Common 
  Echolocation. The hook horror can’t use its blindsight while 
  deafened. 
  Keen Hearing. The hook horror has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  ACTIONS 
  Multiattack. The hook horror makes two hook attacks. 
  Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6+4) piercing damage. 
  
  INTELLECT DEVOURER SIDEKICK 
  ID 
  Separated from the mind ﬂayer that created it, Id 
  has been roaming the sewers for months, looking 
  for an intelligent mind to consume. Or at least for 
  something to alleviate its boredom.
  Personality. “I am an intellect devourer of 
  discernment; I can subsist on the minds of lower 
  creatures, but to truly enjoy life requires a regular 
  diet of intelligent brains.”
  Ideal. “My favorite prey are wizards, warlocks, 
  and sorcerers. Awfully hard to catch, but 
  delicious!” 
  Bond. “I was created to serve an illithid master 
  but I treasure the freedom I have now.”
  Flaw. “Vague memories of my previous life 
  haunt my dreams."
  INTELLECT DEVOURER SIDEKICKS BEYOND 5TH LEVEL 
   MANUAL OF SIDEKICKS
  28
  INTELLECT DEVOURER SIDEKICK 
  5th-level Tiny aberration 
  Armor Class 12  
  Hit Points 21 (6d4+6) 
  Speed 40 ft. 
  Proficiency Bonus +3 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities blinded 
  Senses Blindsight 60 ft. (blind beyond this radius), Passive 
  Perception 12 
  Languages understands Deep Speech and Common but 
  can’t speak, telepathy 60 ft. 
   
  Detect Sentience. The intellect devourer can sense the 
  presence and location of any creature within 300 feet of it that 
  has an Intelligence of 3 or higher, regardless of interposing 
  barriers, unless the creature is protected by a mind blank spell. 
  ACTIONS 
  Multiattack. The intellect devourer makes one attack with its claws 
  and uses Devour Intellect. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4+2) slashing damage. 
  Devour Intellect. The intellect devourer targets one creature it can 
  see within 10 feet of it that has a brain. The target must succeed on 
  a DC 12 Intelligence saving throw against this magic or take 11 
  (2d10) psychic damage. Also on a failure, roll 3d6: If the total 
  equals or exceeds the target’s Intelligence score, that score is 
  reduced to 0. The target is stunned until it regains at least one 
  point of Intelligence.
  Level
  Hit Points
  New Features
  6th
  24 (7d4+7)
  Sneak Attack. Once per turn, the 
  intellect devourer can deal an extra 
  1d6 damage to one creature it hits 
  with its claws if it has advantage on 
  the attack roll.
  7th
  28 (8d4+8)
  Evasion. When the intellect 
  devourer is subjected to an effect 
  (e.g., breath weapon, spell) that 
  allows it to make a Dexterity saving 
  throw for half damage, it instead 
  takes no damage if it succeeds and 
  only half damage if it fails.
  8th
  31 (9d4+9)
  Ability Score Improvement. The 
  intellect devourer’s Intelligence and 
  Dexterity scores increase by 1 each.
  9th
  35 (10d4+10)
  Perceptive. The intellect devourer 
  has advantage on any Wisdom 
  (Perception) or Intelligence 
  (Investigation) checks if it moves no 
  more than half its speed on the 
  same turn.
  10th
  38 (11d4+11)
  Body Thief. The intellect devourer  
  initiates an Intelligence contest with 
  an incapacitated humanoid within 5 
  feet of it that isn’t protected by 
  protection from evil and good. If it 
  wins the contest, the intellect 
  devourer magically consumes the 
  target’s brain, teleports into the 
  target’s skull, and takes control of 
  the target’s body. Full details of this 
  feature are found on p. 191 of the 
  Monster Manual.
  
  KENKU SIDEKICK 
  CORVUS 
  Corvus is a typical kenku, as greedy and devious 
  as they come, with a little misplaced 
  megalomania thrown in for good measure. Good 
  thing he can’t say what he really thinks.
  Personality. “If there's gold to be gained, I’m 
  in, whatever the risk.”
  Ideal. “Wealth should be shared—by you, with 
  me.” 
  Bond. “I’m not committed to anything or 
  anyone beyond saving my skin and getting rich 
  while doing it.”
  Flaw. “I have insights much deeper than 
  anyone gives me credit for, the cretins.” 
  KENKU SIDEKICKS BEYOND 2ND LEVEL 
  Level
  Hit Points
  New Features
  3rd
  18 (4d8)
  Ambusher. In the first round of a 
  combat, the kenku has advantage 
  on attack rolls against any creature 
  it surprised.
  4th
  22 (5d8)
  Ventriloquism. The kenku can 
  project its voice so that it seems to 
  emanate from a point up to 30 ft. 
  away from the kenku.
  5th
  27 (6d8)
  Ability Score Improvement. The 
  kenku’s Dexterity score increases to 
  17 (+3).
  6th
  31 (7d8)
  Proficiency Bonus. The kenku’s 
  proficiency bonus increases to +3. 
  Uncanny Dodge. When an attacker 
  that the kenku can see hits it with 
  an attack, the kenku can use its 
  reaction to halve the attack’s 
  damage against it.
  7th
  35 (8d8)
  Extra Attack. The kenku can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn. 
  Mocking Bird. As a bonus action, 
  the kenku can alter the tone of its 
  mimicry to produce such an 
  annoyingly distorted imitation of a 
  target’s voice that the target must 
  succeed on a DC 12 Wisdom 
  (Insight) saving throw or take 4 
  (1d8) psychic damage.
  29
  DROOP’S MONSTER
  KENKU SIDEKICK 
  2nd-level Small humanoid (kenku) 
  Armor Class 13  
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  12 (+2) 
  Skills Deception +4, Perception +2, Stealth +5 
  Senses passive Perception 12 
  Languages understands Auran and Common but speaks 
  only through the use of its Mimicry trait. 
  Mimicry. The kenku can mimic any sounds it has heard, including 
  voices. A creature that hears the sounds can tell they are imitations 
  with a successful DC 14 Wisdom (Insight) check. 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6+3) piercing damage. 
  
  KOBOLD SIDEKICK 
  MEEPO 
  Shunned by his tribe after the kidnapping of the 
  dragon wyrmling in his care, Meepo is anxious to 
  leave the place of his disgrace and get on with his 
  life.
  Personality. “It wasn't my fault! It's never my 
  fault, but I get blamed for everything anyway."
  Ideal. “Somehow, some way, I’ll do something 
  great and redeem myself.” 
  Bond. “I loved that little dragon and I hope it 
  remembers me, wherever it is now.”
  Flaw. “I'm a little too fond of strong drink.” 
  KOBOLD SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  30
  Level
  Hit Points
  New Features
  2nd
  10 (3d8-3)
  Skitter. The kobold can take the 
  Dash action on its turn as a bonus 
  action.
  3rd
  14 (4d8-4)
  Tunnelcraft. When the kobold is 
  underground it can create an 
  instantaneous, harmless sound 
  effect, such as a pebble bouncing 
  on the floor or dripping water. The 
  sound can be heard in a 10 ft. 
  radius of a point of the kobold’s 
  choosing within 30 ft. of itself.
  4th
  17 (5d8-5)
  Ability Score Improvement. The 
  kobold’s Dexterity score increases 
  to 17 (+3). 
  Pack Tactics. The kobold has 
  advantage on an attack roll against 
  a creature if at least one of the 
  kobold’s allies is within 5 feet of the 
  creature and the ally isn’t 
  incapacitated.
  5th
  21 (6d8-6)
  Proficiency Bonus. The kobold’s 
  proficiency bonus increases to +3.
  6th
  24 (7d8-7)
  Extra Attack. The kobold can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn. 
  Tunnel Trapper. When the kobold 
  is underground, once per day it can 
  set a trap that has the same effect 
  as a snare spell. A creature must 
  make a successful DC 12 
  Intelligence (Investigation) check in 
  order to detect the trap.
  KOBOLD SIDEKICK 
  1st-level Small humanoid (kobold) 
  Armor Class 12   
  Hit Points 5 (2d6-2) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  9 (-1) 
  8 (-1) 
  7 (-2) 
  8 (-1) 
  Skills Perception +3, Stealth +4 
  Senses darkvision, 120 ft., passive Perception 13 
  Languages Common, Draconic 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  ACTIONS 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4+2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4+2) bludgeoning damage. 
  
  KUO-TOA SIDEKICK 
  GLOOGLUGOGG 
  After his heathen sister summoned Demogorgon 
  and the demon destroyed his home village of 
  Sloobludop, Gloog had little choice but to ﬂee and 
  start a life among outsiders.
  Personality. “I idolize my father 
  Ploopploopeen as the ideal worshiper of 
  Blibdoolpoolp the Sea Mother.”
  Ideal. “Anyone who strays from the traditional 
  ways is a fool.” 
  Bond. “I will redeem my wicked sister.”
  Flaw. “Other races can’t be blessed and aren’t 
  to be trusted.” 
  KUO-TOA SIDEKICKS BEYOND 1ST LEVEL 
  31
  DROOP’S MONSTER
  KUO-TOA SIDEKICK 
  1st-level Medium humanoid (kuo-toa) 
  Armor Class 13 (natural armor, shield) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft., swim 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  Skills Perception +4, Religion +3 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Common, Undercommon 
  Amphibious. The kuo-toa can breath air and water. 
  Slippery. The kuo-toa has advantage on ability checks and saving 
  throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4+2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage or 6 
  (1d8+2) piercing damage if used with two hands to make a melee 
  attack. 
  Net. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one Large 
  or smaller creature. Hit: The target is restrained. A creature can use 
  its action to make a DC 10 Strength check to free itself or another 
  creature in a net, ending the effect on a success. Dealing 5 slashing 
  damage to the net (AC 10) frees the target without harming it and 
  destroys the net.
  Level
  Hit Points
  New Features
  2nd
  19 (3d8+6)
  Sticky Shield. When a creature 
  misses the kuo-toa with a melee 
  weapon attack, the attacker must 
  succeed on a DC 11 Strength 
  saving throw or the weapon 
  becomes stuck to the kuo-toa’s 
  shield. If the weapon’s wielder can’t 
  or won’t let go of the weapon, the 
  wielder is grappled while the 
  weapon is stuck. While stuck, the 
  weapon can’t be used. A creature 
  can pull the weapon free by taking 
  an action to make a DC 11 Strength 
  check and succeeding. 
  3rd
  26 (4d8+8)
  Otherworldly Perception. The 
  kuo-toa can sense the presence of 
  any creature within 30 feet of it that 
  is invisible or on the Ethereal Plane. 
  It can pinpoint such a creature that 
  is moving.
  4th
  32 (5d8+10)
  Ability Score Improvement. The 
  kuo-toa’s Strength score increases 
  to 16 (+3). 
  Fish in Troubled Waters. The kuo-
  toa may drop its shield before 
  taking the Ready action on its turn. 
  If it does so, it can use its reaction 
  when missed with a melee attack to 
  make a spear attack. If the attack 
  hits, it is automatically a critical hit.
  5th
  39 (6d8+12)
  Proficiency Bonus. The kuo-toa’s 
  proficiency bonus increases to +3. 
  Release and Catch. When the kuo-
  toa escapes a grapple, it may 
  immediately make an additional 
  single net attack against the 
  creature that was grappling it.
  6th
  45 (7d8+14)
  Extra Attack. The kuo-toa can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  
  LIZARDFOLK SIDEKICK 
  SAURIV 
  This wizened noble began his adventuring days 
  very late in life. Now he oversees the alliances 
  with outsiders who secured his peoples’ safety.
  Personality. “My life’s lesson is that listening is 
  the greatest political tool.”
  Ideal. “Power is derived by persuading others 
  to willingly grant it.” 
  Bond. “There’s nothing I won’t do for my tribe, 
  even taking up sword and shield at my age.”
  Flaw. “I secretly view those of a lesser 
  upbringing as beneath me.” 
  LIZARDFOLK SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  32
  Level
  Hit Points
  New Features
  2nd
  16 (3d8+3)
  Lounge Lizard. If the lizardfolk 
  observes a creature for at least 10 
  minutes, the lizardfolk’s proficiency 
  bonus is doubled for all Charisma 
  (Persuasion) checks interacting with 
  that creature.
  3rd
  22 (4d8+4)
  Tip the Scales. If an attack would 
  reduce an ally within 5 feet of the 
  lizard folk to 0 hit points, the 
  lizardfolk may use its reaction to 
  take the damage instead.
  4th
  27 (5d8+5)
  Ability Score Improvement. The 
  lizardfolk’s Strength score increases 
  to 17 (+3). 
  Dragon Hide. The lizardfolk’s 
  natural armor hardens, increasing 
  its AC by 1. 
  5th
  33 (6d8+6)
  Proficiency Bonus. The Lizardfolk’s 
  proficiency bonus increases to +3. 
  Dragon Breath (Recharges after a 
  Short or Long Rest). As a bonus 
  action, the lizardfolk becomes 
  imbued with the power to spew 
  magical energy from its mouth. For 
  up to 1 minute, or until its 
  concentration is broken (as if 
  concentrating on a spell), the 
  lizardfolk can use an action to 
  exhale acid in a 15-foot cone. Each 
  creature in that area must make a 
  Dexterity saving throw, taking 3d6 
  acid damage on a failed save, or 
  half as much damage on a 
  successful one.
  6th
  38 (7d8+7)
  Extra Attack. The lizardfolk can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  LIZARDFOLK SIDEKICK 
  1st-level Medium humanoid (lizardfolk) 
  Armor Class 15 (natural armor, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft., swim 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  10 (+0) 
  13 (+1) 
  11 (+0) 
  15 (+2) 
  13 (+1) 
  Skills Perception +4, Persuasion +3, Survival +4 
  Senses passive Perception 14 
  Languages Common, Draconic 
  Hold Breath. The lizardfolk can hold its breath for 15 minutes. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6+2) piercing damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. 
  
  MEAZEL SIDEKICK 
  GARRET 
  After his lover died in a freak accident, Garret ﬂed 
  to the Shadowfell to escape his pain. The darkness 
  there instead forced him to dwell on his loss, 
  transforming him into the cruel stalker he is 
  today.
  Personality. “Solitude is a trap. Follow me into 
  it.”
  Ideal. “The shadows conceal, but you can’t 
  hide from yourself.” 
  Bond. “I’ll relive that painful moment every 
  day for as long as I exist.”
  Flaw. “I’m drawn to the easy, quick ﬁx solution 
  every time.”  
  MEAZEL SIDEKICKS BEYOND 1ST LEVEL 
  33
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  2nd
  10 (3d8-3)
  Shadow Teleport. As an action, the 
  meazel, any equipment it is carring, 
  and any creature it is grappling 
  teleport to an unoccupied space 
  within 100 feet of it that it can see, 
  provided that the starting space 
  and the destination are in dim light 
  or darkness. Once this feature has 
  been used, it cannot be used again 
  until the meazel finishes a long rest.
  3rd
  14 (4d8-4)
  Distant Teleport. The distance of 
  the meazel’s shadow teleport 
  increases to 500 feet. The 
  destination must be in a place the 
  meazel has seen before, but it need 
  not be within line of sight. If the 
  destination space is occupied, the 
  teleportation leads to the nearest 
  unoccupied space.
  4th
  17 (5d8-5)
  Ability Score Improvement. The 
  meazel’s Dexterity score increases 
  to 19 (+4). 
  Frequent Teleport. The meazel 
  regains the ability to teleport after a 
  short rest.
  5th
  21 (6d8-6)
  Proficiency Bonus. The meazel’s 
  proficiency bonus increases to +3. 
  Powerful Garrote. The damage 
  from the meazel’s garrote attack 
  and subsequent grapple increases 
  to 10 (2d6+3).
  6th
  24 (7d8-7)
  Shadow Curse. Any creature the 
  meazel teleports becomes cursed 
  by shadow for 1 hour. Until this 
  curse ends, every undead and every 
  creature native to the Shadowfell 
  within 300 feet of the cursed 
  creature can sense it, which 
  prevents that creature from hiding 
  from them. 
  MEAZEL SIDEKICK 
  1st-level Medium humanoid (meazel) 
  Armor Class 13 
  Hit Points 7 (2d8-2) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  17 (+3) 
  9 (-1) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  Skills Perception +3, Stealth +4 
  Senses darkvision, 120 ft., passive Perception 13 
  Languages Common 
  Shadow Stealth. While in dim light or darkness, the meazel can 
  take the Hide action as a bonus action. 
  ACTIONS 
  Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target of 
  the meazel’s size or smaller. Hit: 6 (1d6+3) bludgeoning damage, 
  and the target is grappled. Until the grapple ends, the target takes 
  6 (1d6+3) bludgeoning damage at the start of each of the meazel’s 
  turns. The meazel can’t make weapon attacks while grappling a 
  creature in this way. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) bludgeoning damage. 
  
  MERFOLK SIDEKICKS BEYOND 1ST LEVEL 
  MERFOLK SIDEKICK 
  TALRAND 
  Talrand is a bounty hunter, and a good one, but 
  she's also willing to serve as a guide for seafaring 
  adventurers. Trouble is, she doesn’t work for free.
  Personality. "No one is better than I am at 
  ﬁnding folk with a price on their heads. Need a 
  dread pirate tracked to his island hideout? How 
  about locating that band of sahaugin who’ve been 
  terrorizing ﬁshing villages? If you have the coin, 
  I’m your merfolk."
  Ideal. "I don’t do what I do for some higher 
  calling; people are willing to pay for my services 
  and that’s good enough for me." 
  Bond. “My tribe is dear to me and I never like 
  to be away from them for very long.”
  Flaw. "I can never resist the allure of a 
  beautiful gem; it calls to me and I must have it."
   MANUAL OF SIDEKICKS
  34
  Level
  Hit Points
  New Features
  2nd
  16 (3d8+3)
  Land Legs. The merfolk’s walking 
  speed increases to 30ft.
  3rd
   22 (4d8+4)
  Catch the Drift. While tracking 
  other creatures in an aquatic 
  environment, the merfolk can sense 
  their exact number, their sizes, and 
  how long ago they passed through 
  the area.
  4th
   27 (5d8+5)
  Ability Score Improvement. The 
  merfolk’s Dexterity score increases 
  to 16 (+3). 
  Stealthy. The merfolk has 
  advantage on Dexterity (Stealth) 
  checks while in an aquatic 
  environment.
  5th
   33 (6d8+6)
  Proficiency Bonus. The merfolk’s 
  proficiency bonus increases to +3. 
  Go With the Flow. When in an 
  aquatic environment, the merfolk 
  and any creatures it guides can’t 
  become lost except by magical 
  means.
  6th
  38 (7d8+7)
  Extra Attack. The merfolk can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  MERFOLK SIDEKICK 
  1st level Medium humanoid (merfollk) 
  Armor Class 13 (leather armor) 
  Hit Points 11 (2d8+2) 
  Speed 20 ft., swim 40 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  Skills Nature +2, Perception +3, Stealth +4, Survival +3 
  Senses passive Perception 15 
  Languages Aquan, Common 
  Amphibious. The merfolk can breathe air and water. 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) 
  piercing damage if used with two hands to make a melee attack.
  
  MINOTAUR SIDEKICK 
  ZEGDAR 
  Whether to Baphomet or even some celestial 
  force, Zegdar feels a higher calling. The path to it 
  has thus far proven to be an unnavigable maze.  
  Personality. “I want to be recognized as 
  important and take well to ﬂattery.”
  Ideal. “The best way to deal with a problem is 
  to take the bull by the horns.” 
  Bond. “My axe is my greatest possession. It 
  never leaves my sight, and I always keep it 
  clean.”
  Flaw. “A lot of the time life looks like a china 
  shop.” 
  MINOTAUR SIDEKICKS BEYOND 6TH LEVEL 
  Level
  Hit Points
  New Features
  7th
  68  
  (8d10+24)
  Charge. If the minotaur moves at 
  least 10 feet straight toward a 
  target and then hits it with a gore 
  attack on the same turn, the target 
  takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, 
  it must succeed on a DC 14 
  Strength saving throw or be pushed 
  up to 10 feet away and knocked 
  prone.
  8th
  76  
  (9d10+27)
  Ability Score Improvement. The 
  minotaur’s Strength score increases 
  to 18 (+4). 
  Holy Cow! The minotaur can cast 
  prayer of healing once per day. Its 
  spellcasting ability modifier is 
  Wisdom. 
  9th
  85 
  (10d10+30)
  Proficiency Bonus. The minotaur’s 
  proficiency bonus increases to +4. 
  Bullseye. The minotaur’s weapon 
  attacks score a critical hit on a roll 
  of 19 or 20.
  10th
  93 
  (11d10+33)
  Load of Bull. Once per day the 
  minotaur can choose to succeed on 
  a Charisma (Deception) check.
  11th
  102  
  (12d10+36)
  Sacred Cow. When a creature hits 
  the minotaur with a weapon attack, 
  the creature must succeed on a DC 
  13 Wisdom saving throw or take 
  1d8 radiant damage.
  35
  DROOP’S MONSTER
  MINOTAUR SIDEKICK 
  6th-level Large monstrosity 
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d10+21) 
  Speed 40 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  16 (+3) 
  9 (-1) 
  Skills Intimidation +2, Perception +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Abyssal 
  Labyrinthine Recall. The minotaur can perfectly recall any path it 
  has traveled. 
  Reckless. At the start of its turn, the minotaur can gain advantage 
  on all melee weapon attack rolls it makes during that turn, but 
  attack rolls against it have advantage until the start of its next turn. 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 16 (2d12+3) slashing damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d8+3) piercing damage. 
  
  MYCONID SIDEKICKS BEYOND 1ST LEVEL 
  MYCONID SIDEKICK 
  STOOL 
  Stool was kidnapped from its home and is now 
  stranded far from its subterranean grove. Lost 
  and alone, the young myconid is desperate for 
  companionship, even from surface-dwellers. 
  Personality. "You’ll help me? Cool! I’ll help 
  you and everything will work out ﬁne!"
  Ideal. "The welfare of my group is as important 
  as my own welfare."
  Bond. “Someday maybe some kind folk will 
  help me ﬁnd my way home again.”
  Flaw. "Sometimes I exaggerate just a little tiny 
  bit when I’m trying to get someone to do 
  something for me.” 
   MANUAL OF SIDEKICKS
  36
  Level
  Hit Points
  New Features
  2nd
  16 (3d8+3)
  Sprouted Legs. The myconid’s 
  speed increases to 30 feet.
  3rd
  22 (4d8+4)
  Poison Punch. When the myconid 
  hits with a Fist attack, it deals an 
  additional 5 (2d4) poison damage.
  4th
  27 (5d8+5)
  Ability Score Improvement. The 
  myconid’s Strength score increases 
  to 12 (+1). 
  Bioluminescence. Once per short 
  or long rest, the myconid gains the 
  ability to glow in the dark for 1d4 
  hours, shedding a dim greenish 
  light in a 20 ft. radius. The myconid 
  can cancel the effect at any time.
  5th
  33 (6d8+6)
  Proficiency Bonus. The myconid’s 
  proficiency bonus increases to +3. 
  Spores of Distortion. Once per 
  day the myconid can eject a cloud 
  of spores at one creature it can see 
  within 5 feet of it. The target must 
  succeed on a DC 11 Constitution 
  saving throw or perceive things 
  around it as larger or smaller 
  (myconid’s choice) than they 
  actually are for 1 minute. The target 
  can repeat the saving throw at the 
  end of each of its turns, ending the 
  effect on itself on a success.
  6th
  38 (7d8+7)
  Pacifying Spores (1/Short or Long 
  Rest). The myconid ejects spores at 
  one creature it can see within 5 feet 
  of it. The target must succeed on a 
  DC 11 Constitution saving throw or 
  be stunned for 1 minute. The target 
  can repeat the saving throw at the 
  end of each of its turns, ending the 
  effect on itself on a success.
  MYCONID SIDEKICK 
  1st-level Medium plant 
  Armor Class 12 (natural armor)   
  Hit Points 11 (2d8+2) 
  Speed 20 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  7 (-2) 
  Senses darkvision 120 ft., passive Perception 11 
  Languages None; communicates telepathically via spores 
  Distress Spores. When the myconid takes damage, all other 
  myconids within 240 feet of it can sense its pain. 
  Sun Sickness. While in sunlight, the myconid has disadvantage on 
  ability checks, attack rolls, and saving throws. The myconid dies if it 
  spends more than 1 hour in direct sunlight. 
  ACTIONS 
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 
  (2d4). 
  Rapport Spores. A 10-foot radius of spores extends from the 
  myconid. These spores can go around corners and affect only 
  creatures with an Intelligence of 2 or higher that aren’t undead, 
  constructs, or elementals. Affected creatures can communicate 
  telepathically with one another while they are within 30 feet of each 
  other. The effect lasts for 1 hour.
  
  NIMBLEWRIGHT SIDEKICK 
  NIM 
  Crafted by the Lantanese temple of Gond, Nim is 
  a very autonomous automaton. 
  Personality. “Curiosity killed the cat? Good 
  thing I’m not a cat!”
  Ideal. “I was made in Gond’s image, a 
  responsibility I must uphold.”
  Bond. “When assigned to a master, I dutifully 
  carry out their wishes.”
  Flaw. “…in the matter I see ﬁt.”
  NIMBLEWRIGHT SIDEKICKS BEYOND 3RD LEVEL 
  Level
  Hit Points
  New Features
  4th
  30 (4d8+12)
  Ability Score Improvement. The 
  nimblewright’s Dexterity score 
  increases to 17 (+3). 
  Sign Language. The nimblewright 
  can express simple concepts to its 
  companions through a system of 
  easy to understand hand gestures. 
  5th
  37 (5d8+15)
  Proficiency Bonus. The 
  nimblewright’s proficiency bonus 
  increases to +3. 
  Parry. As a reaction, the 
  nimblewright adds 2 to its AC 
  against one melee attack that 
  would hit it. To do so, the 
  nimblewright must see the attack 
  and be wielding a melee weapon.
  6th
  45 (6d8+18)
  Extra Attack. The nimblewright can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  7th
  52 (7d8+21)
  Nonmagic Resistance. The 
  nimblewright is resistant to 
  bludgeoning, piercing, and slashing 
  damage from nonmagical attacks.
  8th
  60 (8d8+25)
  Ability Score Improvement. The 
  nimblewright’s Dexterity score 
  increases to 19 (+4). 
  Magic Resistance. The 
  nimblewright has advantage on 
  saving throws against spells and 
  other magical effects.
  37
  DROOP’S MONSTER
  NIMBLEWRIGHT SIDEKICK 
  3rd-level Medium construct 
  Armor Class 16 (natural armor) 
  Hit Points 22 (3d8+9) 
  Speed 60 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  6 (-2) 
  Saving Throws Dexterity +4 
  Skills Acrobatics +4, Perception +2 
  Condition Immunities exhaustion, frightened, petrified, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Common, but cannot speak 
  Magic Weapons. The nimblewright’s weapon attacks are magical. 
  Sure-footed. The nimblewright has advantage on Strength and 
  Dexterity checks and saving throws against effects that would knock 
  it prone. 
  ACTIONS 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8+2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
  
  NIGHT HAG SIDEKICK 
  GRANNY NIGHTSHADE 
  NIGHT HAG SIDEKICKS BEYOND 8TH LEVEL 
  Level
  Hit Points
  New Features
  9th
  75 
  (10d8+30)
  Magic Resistance. The hag has 
  advantage on saving throws against 
  spells and other magical effects.
  10th
  82 
  (11d8+33)
  Create Heartstone. The hag can  
  create a heartstone from a lustrous 
  black gem, which allows the hag to 
  become ethereal while the stone is 
  in the hag’s possession. The touch 
  of a heartstone also cures any 
  disease. Crafting a heartstone takes 
  30 days. 
  Etherealness. The hag can 
  magically enter the Ethereal Plane 
  from the Material Plane, or vice 
  versa. To do so, the hag must have 
  a heartstone in its possession.
  11th
  90 
  (12d8+36)
  Innate Spellcasting: 2/day each, 
  the hag can cast plane shift (self 
  only), ray of enfeeblement, and 
  sleep.
  12th
  96 
  (13d8+38)
  Proficiency Bonus. The hag’s 
  proficiency bonus increases to +6.
  13th
  104 
  (14d8+41)
  Create Soul Bag. The hag can 
  create a soul bag from the skin of a  
  sacrificed humanoid. Once it has 
  done so, the hag can perform 
  Nightmare Hauntings. Crafting a 
  soul bag takes 7 days.
   MANUAL OF SIDEKICKS
  38
  NIGHT HAG SIDEKICK 
  8th-level Medium fiend 
  Armor Class 17 (natural armor) 
  Hit Points 67 (9d8+27) 
  Speed 30 ft. 
  Proficiency Bonus +5 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  Skills Deception +7, Insight +6, Perception +6, 
  Stealth +6 
  Damage Resistances cold, fire; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t silvered
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Abyssal, Common, Infernal, Primordial 
  Innate Spellcasting. The hag’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material 
  components: 
  At will: detect magic, magic missile 
  ACTIONS 
  Claws. (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8+4) slashing damage. 
  Change Shape. The hag magically polymorphs into a Small or 
  Medium female humanoid, or back into her true form. Her statistics 
  are the same in each form. Any equipment she is wearing or 
  carrying isn’t transformed. She reverts to her true form if she dies. 
  Nightmare Haunting (1/Day). If a hag possesses a soul bag, it can, 
  while on the Ethereal Plane, magically touch a sleeping humanoid 
  on the Material Plane. A protection from evil and good spell cast 
  on the target prevents this contact, as does a magic circle. As long 
  as the contact persists, the target has dreadful visions. If these 
  visions last for at least 1 hour, the target gains no benefit from its 
  rest, and its hit point maximum is reduced by 5 (1d10). If this effect 
  reduces the target’s hit point maximum to 0, the target dies, and if 
  the target was evil, its soul is trapped in the hag’s soul bag. The 
  reduction to the target’s hit point maximum lasts until removed by 
  the greater restoration spell or similar magic. 
  Weakened after being deposed from her position as top hag by former allies, 
  this ancient denizen of the deep forest has ventured into civilization in the 
  form of a human woman in hopes of regaining her power and reclaiming her 
  realm.
  Personality. “I’ll work with anyone who might help me...at least until I no 
  longer need them."
  Ideal. “It is so satisfying to see innocence corrupted and integrity 
  compromised.” 
  Bond. “My forest calls to me and somehow,  
  someday, I will return.”
  Flaw. “I can think of nothing but revenge on those 
  who betrayed me and stole from me my heartstone  
  and soul bag.” 
  
  NILBOG SIDEKICK 
  PROOD 
  Earlier in life, this pitiful goblin was mercilessly 
  bullied by his stronger brethren. This made him 
  the perfect candidate for a trickster god to 
  possess, transforming him into a being feared by 
  all goblinoids.
  Personality. “Look out behind you! Psych!”
  Ideal. “Laughter at someone else’s expense is a 
  beautiful thing.” 
  Bond. “When one has endured hardship at the 
  hands of others, they deserve to get their 
  revenge.”
  Flaw. “I secretly wish the others liked me 
  instead of merely fearing me.” 
  NILBOG SIDEKICKS BEYOND 3RD LEVEL 
  Level
  Hit Points
  New Features
  4th
  17 (5d6)
  Ability Score Improvement. The 
  nilbog’s Charisma score increases to 
  17 (+3).
  5th
  21 (6d6)
  Proficiency Bonus. The nilbog’s 
  proficiency bonus increases to +3. 
  Spellcasting. The nilbog can cast 
  the following additional spells  
  1/day each: crown of madness, 
  suggestion.
  6th
  24 (7d6)
  Mantle of Trickery. As a bonus 
  action, the nillbog can cast 
  command and take on an 
  appearance of pure clownery for 1 
  minute or until its concentration 
  ends (as if it were concentrating on 
  a spell). During this time the nilbog 
  can cast command as a bonus 
  action on each of its turns. Any 
  creature charmed by the nilbog 
  automatically fails its saving throw.
  7th
  28 (8d6)
  Spellcasting. The nilbog can cast 
  the following additional spells 1/
  day each: fear, hypnotic pattern.
  8th
  31 (9d6)
  Spellcasting. The nilbog can cast 
  the following additional spell 1/day: 
  confusion.
  39
  DROOP’S MONSTER
  NILBOG SIDEKICK 
  3rd-level Medium humanoid (goblinoid) 
  Armor Class 13 (leather armor) 
  Hit Points 14 (4d6) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (+-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  15 (+2) 
  Skills Deception +4, Performance +4, Stealth +4 
  Senses darkvision, 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Innate Spellcasting. The nilbog’s innate spellcasting ability is 
  Charisma (spell save DC 12, +4 to hit will spell attacks). It can 
  innately cast the following spells, requiring no material 
  components: 
  At will: mage hand, minor illusion, vicious mockery 
  1/day: dissonant whispers, Tasha’s hideous laughter 
  Nimble Escape. The nilbog can take the Disengage or Hide action 
  as a bonus action on each of its turns. 
  Nilbogism. Any creature that attempts to damage the nilbog must 
  first succeed on a DC 12 Charisma saving throw or be charmed until 
  the end of the creature’s next turn. A creature charmed in this way 
  must use its action praising the nilbog.  
  The nilbog can’t regain hit points, including through magical 
  healing, except through its Reversal of Fortune reaction. 
  ACTIONS 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4+2) bludgeoning damage.  
  REACTIONS 
  Reversal of Fortune. In response to another creature dealing 
  damage to the nilbog, the nilbog reduces the damage to 0 and 
  regains 1d6 hit points.  
  
  NOTHIC SIDEKICK 
  WYX 
  Unable to remember the powerful wizard he 
  previously was in life, Wyx has become a 
  simpering sycophant.
  Personality. “Yes, master. It shall be so.”
  Ideal. “Secrets there are in your head. Secrets 
  for me to uncover.”
  Bond. “There is magic. I must have it!”
  Flaw. “More, more...at any price!”
  NOTHIC SIDEKICKS BEYOND 3RD LEVEL 
  Level
  Hit Points
  New Features
  4th
  30 (4d8+12)
  Ability Score Improvement. The 
  nothic’s Wisdom score increases to 
  12 (+1). 
  Magic Seer. The nothic is 
  continuously aware of magic as 
  though it had cast the detect magic 
  and identify spells.
  5th
  37 (5d8+15)
  Proficiency Bonus. The nothic’s 
  proficiency bonus increases to +3. 
  Weird Insight. The nothic targets 
  one creature it can see within 30 
  feet of it. The target must contest 
  its Charisma (Deception) check 
  against the nothics’s Wisdom 
  (Insight) check. If the nothic wins, it 
  magically learns one fact or secret 
  about the target. The target 
  automatically wins if it is immune to 
  being charmed.
  6th
  45 (6d8+18)
  Extra Attack. The nothic can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn.
  7th
  52 (7d8+21)
  Rotting Gaze. The nothic targets 
  one creature it can see within 30 
  feet of it. The target must succeed 
  on a DC 12 Constitution saving 
  throw against this magic or take 10 
  (3d6) necrotic damage.
  8th
  60 (8d8+25)
  Ability Score Improvement. The 
  nothic’s Dexterity score increases to 
  14 (+3).
   MANUAL OF SIDEKICKS
  40
  NOTHIC SIDEKICK 
  3rd-level Medium aberration 
  Armor Class 15 (natural armor) 
  Hit Points 22 (3d8+9) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  16 (+4) 
  13 (+1) 
  10 (+0) 
  8 (-1) 
  Skills Arcana +3, Insight +2, Perception +2, Stealth +4 
  Senses truesight 120 ft., passive Perception 12 
  Languages Common, Undercommon 
  Keen Sight. The nothic has advantage on Wisdom (Perception) 
  checks that rely on sight. 
  ACTIONS 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 7 (1d6+4) piercing damage.
  
  OGRE SIDEKICK 
  NOB 
  A great upheaval having separated Nob from 
  both his mate and his former position as a 
  gatekeeper for a goblin boss, Nob is on his own 
  and trying to keep body and soul together by 
  working with adventurers.
  Personality. “If it’s in yer way,  just hit it until 
  it stops hittin’ back.”
  Ideal. “Ya gots shiny things. I wants 'em.” 
  Bond. “I misses bein’ able to just eat whatever 
  dwarf, elf, or halﬂing I come across."
  Flaw. “One o' these days, I’m prob’ly gonna eat 
  one anyway...” 
  OGRE SIDEKICKS BEYOND 6TH LEVEL 
  41
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  7th
  67  
  (8d10+23)
  Brutish Durability. Whenever the 
  ogre makes a saving throw, it adds 
  1d6 to the result.
  8th
  74  
  (9d10+25)
  Extra Damage. The ogre deals an 
  extra 1d6 damage to any hit it 
  makes with a weapon with which it 
  is proficient.
  9th
  82  
  (10d10+27)
  Howling Mad. The ogre can fly into 
  a battle frenzy, allowing it to make a 
  single melee weapon attack as a 
  bonus action on each of its turns as 
  long as it has an opponent to hit. 
  After the combat ends, the ogre 
  suffers one level of exhaustion.
  10th
  89 
  (11d10+29)
  Ogreish Intimidation. Once per 
  day, the ogre can attempt to 
  intimidate one creature within 30 
  feet of itself that it can see. If the 
  creature can see or hear the ogre, it 
  must succeed on a Wisdom saving 
  throw (DC 11) or be frightened of 
  the ogre until the end of the ogre’s  
  next turn. If the creature succeeds 
  on its saving throw, the ogre can’t 
  use this feature on that creature 
  again for 24 hours.
  11th
  97 
  (12d10+31)
  Increased Accuracy. The ogre 
  gains a +2 bonus to attack rolls it 
  makes with ranged weapons. 
  Tough as Nails. The ogre can reroll 
  a saving throw that it fails. If it does 
  so, it must use the new roll, and it 
  can’t use this feature again until it 
  finishes a long rest.
  OGRE SIDEKICK 
  6th-level Large giant 
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10+21) 
  Speed 40 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
  ACTIONS 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8+4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage. 
  
  ORC SIDEKICK 
  RONT 
  Ront ﬂed from the slaughter of his band of orcs at 
  the hands of the dwarves. Although he’s deeply 
  embarrassed by his cowardice, it won’t be the last 
  time it gets the better of him.
  Personality. “Like any bully, I fold when when 
  someone ﬁnally stands up to me.”
  Ideal. “The toughest one should be the one in 
  charge.” 
  Bond. “I’ll always choose to save my own 
  skin.”
  Flaw. “I act tough to cover up my cowardice.” 
  ORC SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  22 (3d8+9)
  Aggressive. As a bonus action, the 
  orc can move up to its speed 
  toward a hostile creature that it can 
  see.
  3rd
  30 (4d8+12)
  Gruumsh’s Fury. The orc deals an 
  extra 4 (1d8) damage when it hits 
  with a weapon attack.
  4th
  37 (5d8+15)
  Ability Score Improvement. The 
  orc’s Strength score increases to 18 
  (+4). 
  Bully. The orc has advantage on 
  Charisma (Intimidation) checks.
  5th
  45 (6d8+18 )
  Proficiency Bonus. The orc’s 
  proficiency bonus increases to +3. 
  Battle Cry (1/Day). Each creature 
  of the orc’s choice that is within 30 
  feet of it, can hear it, and is not 
  already affected by Battle Cry gains 
  advantage on attack rolls until the 
  start of the orc’s next turn. The orc 
  can then make one attack as a 
  bonus action.
  6th
  52 (7d8+21)
  Extra Attack. The orc can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn.
   MANUAL OF SIDEKICKS
  42
  ORC SIDEKICK 
  1st-level Medium humanoid (orc) 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8+6) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  11 (+0) 
  10 (+0) 
  Skills Athletics +5, Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12+3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. 
  
  POLTERGEIST SIDEKICK 
  LIF 
  Lif was a half-elven barkeeper who loved his 
  work so much, he continued it long after he died.
  Personality. “I like to take care of things. Do 
  you have something worth taking care of?”
  Ideal. “A job well done is its own reward.” 
  Bond. “My work was my life and I’m not going 
  to let a little thing like death keep me from 
  continuing it.”
  Flaw. “I can’t abide slobs. Wipe your feet and 
  pick up after yourselves!”
  POLTERGEIST SIDEKICKS BEYOND 2ND LEVEL 
  43
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  3rd
  18 (4d8)
  Telekinesis.  The poltergeist can 
  target an unattended object within 
  30 ft. and hurl it up to 30 feet in any 
  direction. Used as a ranged weapon  
  attack against one creature along 
  the object’s path (+4 to hit), the 
  object deals 5 (2d4) bludgeoning 
  damage on a hit.
  4th
  22 (5d8)
  Damage Resistance. The 
  poltergeist is resistant to acid, cold, 
  fire, lightning, thunder; and 
  bludgeoning, piercing, and slashing 
  from nonmagical attacks. 
  Ability Score Improvement. The 
  poltergeist’s Dexterity score 
  increases to 16 (+3).
  5th
  27 (6d8)
  Proficiency Bonus. The 
  poltergeist’s proficiency bonus 
  increases to +3.  
  Invisibility (Recharges after a long 
  or short rest). The poltergeist can 
  magically turn invisible until it 
  attacks or uses its Telekinesis, or 
  until its concentration is broken, up 
  to 1 hour (as if concentrating on a 
  spell).
  6th
  31 (7d8)
  Improved Slam. The damage of 
  the poltergeist’s forceful slam attack 
  increases to 3d6. 
  Invisibility. The poltergeist can 
  magically turn invisible at will.
  7th
  36 (8d8)
  Telekinetic Thrust. The poltergeist  
  targets a Medium or smaller 
  creature. The poltergeist makes a 
  Charisma check contested by the 
  target’s Strength check. If the 
  poltergeist wins the contest, it hurls 
  the target up to 30 feet in any 
  direction, including upward. If the 
  target then comes into contact with 
  a hard surface or heavy object, the 
  target takes 1d6 damage per 10 
  feet moved.
  POLTERGEIST SIDEKICK 
  2nd-level Medium undead 
  Armor Class 12  
  Hit Points 13 (3d8) 
  Speed 0 ft., fly 50 ft. (hover). 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  1(−5) 
  14 (+2) 
  11 (+0) 
  10 (-0) 
  10 (+0) 
  11 (+0) 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands Common and Elvish but can’t 
  speak 
  Incorporeal Movement. The poltergeist can move through other 
  creatures and objects as if they were difficult terrain. The 
  poltergeist takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Sunlight Sensitivity. While in sunlight, the poltergeist has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  ACTIONS 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (2d6) force damage. 
  
  QUAGGOTH SIDEKICK 
  DERENDIL 
  Maddened by the demon lord Fraz-Urb’luu, 
  Derendil believes himself to be an elven prince 
  polymorphed into quaggoth form. His ﬁts of rage, 
  however, betray his true nature.
  Personality. “I swing wildly between urbane 
  sophistication and uncontrollable violence.”
  Ideal. “No matter the evidence, I will not give 
  in to the preposterous idea that my life is an 
  illusion.” 
  Bond. “I vow to someday defeat the evil wizard 
  who usurped my crown.”
  Flaw. “The only thing that can temper my 
  savagery is the memory of my high nobility.” 
  QUAGGOTH SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  22 (3d8+9)
  Climbing Claws. The quaggoth 
  gains a climbing speed of 30 ft. 
  3rd
  30 (4d8+12)
  Thonot Initiate (Psionics). The 
  quaggoth’s innate spellcasting 
  ability is Wisdom (spell save DC 
  11). The quaggoth can innately cast 
  the following spells, requring no 
  components: 
  At will: feather fall, mage hand (the 
  hand is invisible).
  4th
  37 (5d8+15)
  Ability Score Improvement. The 
  quaggoth’s Strength score increases 
  to 17 (+3). 
  Wounded Fury. While it has 10 hit 
  points or fewer, the quaggoth has 
  advantage on attack rolls. In 
  addition, it deals and extra 7 (2d6) 
  damage to any target it hits with a 
  melee attack.
  5th
  45 (6d8+18)
  Proficiency Bonus. The quaggoth’s 
  proficiency bonus increases to +3. 
  Thonot Adept. The quaggoth can 
  innately cast the following spells, 
  requiring no components: 
  1/day each: cure wounds, enlarge/
  reduce, heat metal, mirror image
  6th
  52 (7d8+21)
  Extra Attack. The quaggoth can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
   MANUAL OF SIDEKICKS
  44
  QUAGGOTH SIDEKICK 
  1st-level Medium humanoid (quaggoth) 
  Armor Class 13 (natural armor) 
  Hit Points 15 (2d8+6) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  16 (+3) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
  Skills Athletics +4, Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision, 120 ft., passive Perception 11 
  Languages Common, Elvish  
  ACTIONS 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d6+2) slashing damage. 
  
  REDCAP SIDEKICK 
  M’DURHOEBO 
  This charming fellow was born out of your own 
  bloodlust. I guess you should feel grateful it 
  views you as a role model rather than a potential 
  victim?
  Personality. “Enough yapping, roll initiative!”
  Ideal. “Death comes for us all. I’m death.  
  I showed up early.” 
  Bond. “I exist only by spilling fresh blood, and 
  I’ve grown rather fond of existing.”
  Flaw. “It feels soooo good to get out of these 
  iron boots after a hard days’ murdering. But no 
  one must ever ﬁnd out how ticklish my feet are.” 
  REDCAP SIDEKICKS BEYOND 3RD LEVEL 
  45
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  4th
  17 (5d6)
  Ability Score Improvement. The 
  redcap’s Strength score increases to 
  18 (+4). 
  Wreckful Abandon. The redcap 
  makes all attacks at advantage, 
  causing all attack rolls against the 
  redcap to be at advantage until the 
  start of its next turn.
  5th
  21 (6d6)
  Proficiency Bonus. The redcap’s 
  proficiency bonus increases to +3. 
  Extra Attack. The redcap can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  6th
  24 (7d6)
  Sickle Sweep. When the recap hits 
  with a wicked sickle attack, it may 
  choose a creature within 5 feet of 
  the target and within its reach and 
  make a single wicked sickle attack 
  against that creature as a bonus 
  action. 
  7th
  28 (8d6)
  lronbound Pursuit. As an action, 
  the redcap moves up to its speed 
  to a creature it can see and kicks 
  with its iron boots. The target must 
  succeed on a DC 14 Dexterity 
  saving throw or take 21 (3d10+5) 
  bludgeoning damage and be 
  knocked prone. 
  8th
  31 (9d6)
  Ability Score Improvement. The 
  redcap’s Strength score increases to 
  20 (+5). 
  Extra Attack, Again! The redcap 
  can attack 3 times when it takes the 
  Attack action on its turn.
  REDCAP SIDEKICK 
  3rd-level Small fey 
  Armor Class 13 (natural armor) 
  Hit Points 30 (4d6 +16) 
  Speed 25 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  13 (+1) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  9 (-1) 
  Skills Athletics +6, Perception +3 
  Senses darkvision, 60 ft., passive Perception 13 
  Languages Common, Sylvan 
  Steeped in Slaughter. The redcap always fights to the death, 
  unless magically compelled to do otherwise.  
  The redcap must soak its hat in fresh blood at least once every 
  three days or the redcap vanishes as if it had never been.  
  If the recap is reduced to 0 hit points it does not fall unconscious, 
  but immediately vanishes in the same way. 
  Iron Boots. While moving, the redcap has disadvantage on 
  Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is considered to be 
  Medium. Also, wielding a heavy weapon doesn’t impose 
  disadvantage on its attack roll. 
  ACTIONS 
  Wicked Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4+3) bludgeoning damage.  
  
  SAHUAGIN SIDEKICK 
  OSHALLA 
  The lone survivor in a failed coup attempt against 
  her king, Oshalla lived a solitary life in exile 
  before meeting adventures who gave her hope for 
  the future.
  Personality. “I’m very shy, but once I warm up 
  to a group they tend to like me.”
  Ideal. “It’s best to surround yourself with 
  people who share your goals.” 
  Bond. “Next time, the king won’t be so lucky.”
  Flaw. “I’m quick to go along with any scheme 
  that sounds plausible.” 
  SAHUAGIN SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  16 (3d8+3)
  Spellcasting. The sahuagin gains 
  one 1st-level spell slot and learns 
  detect magic.
  3rd
  22 (4d8+4)
  Blood Frenzy. The sahuagin has 
  advantage on melee attack rolls 
  against any creature that doesn’t 
  have all its hit points.
  4th
  27 (5d8+5)
  Ability Score Improvement. The 
  sahuagin’s Wisdom score increases 
  to 16 (+3). 
  Spellcasting. The sahuagin gains 
  two 2nd-level spell slots and learns 
  hold person and spiritual weapon.
  5th
  33 (6d8+6)
  Proficiency Bonus. The sahuagin’s 
  proficiency bonus increases to +3. 
  Shark Companion. The sahuagin 
  can spend 8 hours magically 
  bonding with a shark. It can only be 
  bonded to one shark at a time. The 
  shark takes its turn on the 
  sahuagin’s initiative, and can be 
  telepathically commanded (no 
  action required) to take the Attack, 
  Dash, Disengage, Dodge, or Help 
  action.
  6th
  38 (7d8+7)
  Spellcasting. The sahuagin gains 
  two 3rd-level spell slots and learns 
  mass healing word and tongues.
   MANUAL OF SIDEKICKS
  46
  SAHUAGIN SIDEKICK 
  1st-level Medium humanoid (sahuagin) 
  Armor Class 12 (natural armor) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft., swim 40 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+0) 
  14 (+2) 
  13 (+1) 
  Skills Perception +4, Religion +4 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Common, Sahuagin 
  Limited Amphibiousness. The sahuagin can breath air and water, 
  but needs to be submerged at least once every 4 hours to avoid 
  suffocating. 
  Spellcasting. The sahuagin’s spellcasting ability is Wisdom (spell 
  save DC 12, +4 to hit will spell attacks). The sahuagin has the 
  following cleric spells prepared: 
  Cantrips (at will): guidance, sacred flame 
  1st-level (2 slots): bless 
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4+1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+2) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 
  (1d8+1) piercing damage if used with two hands to make a melee 
  attack. 
  
  SATYR SIDEKICK 
  GREENWHISTLE 
  Each moment of Greenwhistle’s life evokes strong 
  emotions from within, which guide his behavior. 
  For better or worse, there’ll be a new moment 
  along shortly. 
  Personality. “My emotions guide me. Joy or 
  sorrow, I react strongly.”
  Ideal. “The best way to express yourself is 
  through song.” 
  Bond. “I willingly gave my heart away. It was 
  rejected, but I’m not taking it back.”
  Flaw. “You say I’ll regret this in the morning? 
  Good thing I sleep till noon!” 
  SATYR SIDEKICKS BEYOND 1ST LEVEL 
  47
  DROOP’S MONSTER
  SATYR SIDEKICK 
  1st-level Medium fey 
  Armor Class 14 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  Skills Perception +2, Performance +4, Stealth +4 
  Senses passive Perception 12 
  Languages Common, Elvish, Sylvan 
  ACTIONS 
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 
  (2d4+1) bludgeoning damage. 
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage, or 5 (1d8+2) 
  bludgeoning damage if wielded with two hands. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Magic Resistance. The satyr has 
  advantage on saving throws against 
  spells and other magical effects.
  3rd
  18 (4d8)
  Panpipes. The satyr plays its pipes, 
  producing a magical effect. Any 
  creature within 60 feet of the satyr 
  must succeed on a Wisdom saving 
  throw (DC 12, 8+Proficency+Cha) 
  or be affected by the song. Other 
  satyrs and creatures that can’t be 
  charmed are unaffected.  
  An affected creature can repeat the 
  saving throw at the end of each of 
  its turns, ending the effect on itself 
  on a success. If a creature’s saving 
  throw is successful or the effect 
  ends for it, the creature is immune 
  to these panpipes for the  
  next 24 hours. 
  Panpipes: Charming Melody. The 
  creature is charmed by the satyr for  
  1 minute. If the satyr or any of its 
  companions harms the creature, the 
  effect on it ends immediately.
  4th
  22 (5d8)
  Ability Score Improvement. The 
  satyr’s Charisma score increases to 
  16 (+3). 
  Panpipes: Frightening Strain. The 
  creature is frightened for 1 minute. 
  5th
  27 (6d8)
  Proficiency Bonus. The satyr’s 
  proficiency bonus increases to +3. 
  Panpipes: Gentle Lullaby. The 
  creature falls asleep and is 
  unconscious for 1 minute. The 
  effect ends if the creature takes 
  damage or if someone takes an 
  action to shake the creature awake. 
  6th
  31 (7d8)
  Extra Attack. The satyr can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn.
  
  SCARECROW SIDEKICK 
  THREADNEEDLE 
  He’s been a servant since he was brought into 
  existence, and that’s all he knows. The coven of 
  night hags who created him are no longer in a 
  position to need domestic help, so Threadneedle 
  is seeking new employment.
  Personality. “Can I do anything for you? More 
  food? Drink? Want somebody scared out of their 
  wits or killed outright? You have only to 
  command me!”
  Ideal. “I need to be useful. And if it involves 
  death and destruction, so much the better.” 
  Bond. “There is something within me that 
  haunts me, as if I once were someone—or 
  something—else.”
  Flaw. “I lose things. I was once entrusted with 
  a powerful magic item but I forgot where I put it.” 
  SCARECROW SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  40 (9d8)
  Repel Vermin. Medium and smaller 
  beasts of CR 1/2 and below will not 
  willingly come within 60 ft. of the 
  scarecrow.
  3rd
  45 (10d8)
  Terrifying Glare. As an action on its 
  turn, the scarecrow targets one 
  creature it can see within 30 feet of 
  it. If the target can see the 
  scarecrow, the target must succeed 
  on a DC 11 Wisdom saving throw 
  or be magically frightened until the 
  end of the scarecrow’s next turn. 
  The frightened target is paralyzed.
  4th
  49 (11d8)
  Ability Score Improvement. The 
  scarecrow's Dexterity score 
  increases to 15 (+2). 
  Metamorphosis. Once per short or 
  long rest, the scarecrow can assume 
  the form of a gaunt human for 1 
  hour.
  5th
  54 (12d8)
  Proficiency Bonus. The scarecrow's 
  proficiency bonus increases to +3. 
  Resistant. The scarecrow is 
  resistant to bludgeoning, piercing, 
  and slashing damage from 
  nonmagical attacks.
  6th
  58 (13d8)
  Extra Attack. The scarecrow can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
   MANUAL OF SIDEKICKS
  48
  SCARECROW SIDEKICK 
  1st-level Medium construct 
  Armor Class 11 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  13 (+1) 
  Damage Vulnerabilities fire 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Abyssal, Common, Infernal, and 
  Primordial, but can’t speak 
  False Appearance. While the scarecrow remains motionless, it is 
  indistinguishable from an ordinary, inanimate scarecrow. 
  ACTIONS 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  6 (2d4+1) slashing damage. If the target is a creature, it must 
  succeed on a DC 11 Wisdom saving throw or be frightened until 
  the end of the scarecrow’s next turn. 
  
  SKELETON SIDEKICK 
  BONES 
  Since the demise of the necromancer who had 
  animated this once-mighty warrior’s remains, 
  Bones has become a free agent skeleton looking 
  for someone to tell him what to do.
  Personality. “I’ll ﬁght for anyone whose will is 
  strong enough to command me.”
  Ideal. “Give me something to kill and I’ll kill 
  it.” 
  Bond. “My master owns my loyalty and I will 
  serve them forever.”
  Flaw. “Don’t change the plan on me...I can’t 
  cope with change.” 
  SKELETON SIDEKICKS BEYOND 1ST LEVEL 
  49
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  2nd
  17 (3d8+4)
  Action Surge. Once per long rest 
  the skeleton can take one 
  additional action on its turn. 
  Got a Feeling in My Bones. The 
  skeleton doubles its proficiency 
  bonus on Wisdom (Insight) checks.
  3rd
  22 (4d8+4)
  Roll Them Bones (1/day). The 
  skeleton can choose to re-roll one 
  failed attack or saving throw; the 
  second roll must be used.
  4th
  26 (5d8+4)
  Ability Score Improvement. The 
  skeleton’s Strength score increases 
  to 12 (+1) 
  Chilled to the Bone. The skeleton 
  gains the ability to cast the chill 
  touch cantrip and gains immunity to 
  the same cantrip cast against it.
  5th
  31 (6d8+4)
  Proficiency Bonus. The skeleton’s 
  proficiency bonus increases to +3. 
  Extra Force. Whenever the 
  skeleton hits with a weapon that it 
  is proficient with and deals 
  damage, the weapon’s damage 
  increases by 1d4.
  6th
  35 (7d8+4)
  Extra Attack. The skeleton can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn. 
  Tickle Their Funny Bone. The 
  skeleton can play its ribs like a 
  xylophone as an action on its turn 
  to target one creature within 20 
  feet. If the target can hear the 
  skeleton, the target must succeed 
  on a DC 12 Charisma saving throw 
  or be affected as if by a Tasha’s 
  hideous laughter spell.
  SKELETON SIDEKICK 
  1st-level Medium undead 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Skills Athletics +3 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Understands Common but can’t speak 
  ACTIONS 
  Femur (club). Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+4) piercing damage. 
  
  SKULK SIDEKICKS BEYOND 3RD LEVEL 
  SKULK SIDEKICK 
  BRANDUL 
  In his former life, Brandul was a gallant knight 
  who led a party of adventurers into the 
  Shadowfell on a quest to overthrow a great evil. 
  The lucky ones died. Brandul was not lucky.
  Personality. “Summon me to serve you and I'll 
  obey your every command—but I'll do my best to 
  make you regret it.”
  Ideal. “’Ideal’? What's that? Something 
  ’perfect’? Something ’to strive for’? Garbage. 
  Existence is meaningless.” 
  Bond. “Only death can return me to 
  Shadowfell, where I belong.”
  Flaw. “It breaks what little is left of my heart 
  when children see me and run screaming.” 
   MANUAL OF SIDEKICKS
  50
  Level
  Hit Points
  New Features
  4th
  22 (5d8)
  Ability Score Improvement. The 
  skulk’s Dexterity score increases to 
  19 (+4). 
  Speed Skulk. The skulk’s speed 
  increases to 40 ft.
  5th
  27 (6d8)
  Proficiency Bonus. The skulk’s 
  proficiency bonus increases to +3. 
  Malleable. The skulk can move 
  through a space as narrow as 12 
  inches wide without squeezing, and 
  can move through the space any 
  creature.
  6th
  31 (7d8)
  Extra Attack. The skulk can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn.
  7th
  36 (8d8)
  Skulker. The skulk doubles its 
  proficiency bonus on Dexterity 
  (Stealth) checks and it has 
  advantage on attack rolls against 
  any creature that hasn’t taken a turn 
  in combat yet.
  8th
  40 (9d8)
  Rotting Slash. Any creature hit by 
  the skulk’s claws takes an extra 10 
  (3d6) necrotic damage, whether or 
  not the skulk had advantage on the 
  attack roll.
  SKULK SIDEKICK 
  3rd-level Medium humanoid (skulk) 
  Armor Class 14  
  Hit Points 18 (4d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  17 (+3) 
  10 (+0) 
  10 (+0) 
  7 (-2) 
  1 (-5) 
  Saving Throws Con +2 
  Skills Stealth +8 
  Damage Immunities radiant 
  Condition Immunities blinded 
  Senses darkvision 120 ft., passive Perception 8 
  Languages understands Common but can’t speak 
  Fallible Invisibility. The skulk is invisible. This invisibility can be 
  circumvented by three things: 
  • The skulk appears as a drab, smooth-skinned humanoid if its 
  reflection can be seen in a mirror or on another surface. 
  • The skulk appears as a dim, translucent form in the light of a 
  candle made of fat rendered from a corpse whose identity is 
  unknown. 
  • Humanoid children, aged 10 and under, can see through this 
  invisibility. 
  Trackless. The skulk leaves no tracks to indicate where it has been 
  or where it’s headed. 
  ACTIONS 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d4+4) slashing damage. If the skulk has advantage on the attack 
  roll, the target also takes 7 (2d6) necrotic damage. 
  
  SPECTATOR SIDEKICK 
  SPUD 
  When this spectator was freed from its service, its 
  eyestalks withered and were no longer able to 
  shoot magical eye rays. Spud isn’t going back to 
  its home plane in such a sorry state.
  Personality. “Grumbling is a form of 
  personality.”
  Ideal. “Everyone needs a task to do. Not 
  having one can make you feel neutered.” 
  Bond. “I will get my eye rays back and use 
  them to destroy the wizard who summoned me.”
  Flaw. “I actually kind of enjoy the people of 
  this plane. Ewww.” 
  SPECTATOR SIDEKICKS BEYOND 1ST LEVEL
  Level
  Hit Points
  New Features
  2nd
  19 (3d8+6)
  Eye Rays. The spectator can use an 
  action to shoot one magical eye ray 
  at one creature it can see within 90 
  feet of it. 
  Eye Ray: Confusion. The target 
  must succeed on a DC 13 Wisdom 
  saving throw or it can't take 
  reactions until the end of its next 
  turn. On its turn, the target can’t 
  move and it uses its action to make 
  a melee or ranged attack against a 
  randomly determined creature 
  within range. If the target can’t 
  attack, it does nothing on its turn. 
  3rd
  26 (4d8+8)
  Eye Ray: Paralysis. The target must 
  succeed on a DC 13 Constitution 
  saving throw or be paralyzed for 1 
  minute. The target can repeat the 
  saving throw at the end of each of 
  its turns, ending the effect on itself 
  on a success. 
  4th
  32 (5d8+10)
  Eye Ray: Fear. The target must 
  succeed on a DC 13 Wisdom saving 
  throw or be frightened for 1 minute. 
  The target can repeat the saving 
  throw at the end of each of its 
  turns, with disadvantage if the 
  spectator is visible to the target, 
  ending the effect on itself on a 
  success. 
  5th
  39 (6d8+12)
  Eye Ray: Wounding. The target 
  must make a DC 13 Constitution 
  saving throw, taking 16 (3d10) 
  necrotic damage on a failed save or 
  half as much damage on a 
  successful one. 
  6th
  45 (7d8+14)
  Dual Rays. When the spectator 
  takes the Eye Rays action on its 
  turn, it can shoot up to two eye rays 
  at one or two creatures. It can use 
  each ray only once on a turn.
  51
  DROOP’S MONSTER
  SPECTATOR SIDEKICK 
  1st-level Medium aberration 
  Armor Class 14 (natural armor) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  8 (-1) 
  Skills Arcana +3, Insight +3, Perception +3 
  Senses passive Perception 14 
  Languages Common, Deep Speech, telepathy 120 ft. 
  Create Food and Water. The spectator magically creates enough 
  food and water to sustain itself for 24 hours. 
  ACTIONS 
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 
  2 (1d6 -1) piercing damage. 
  
  SVIRFNEBLIN SIDEKICK 
  JIMJAR 
  Compared to the dour nature of most of his kin, 
  Jimjar is quit affable. The only thing he loves 
  more than coin is wagering it on nearly anything.
  Personality. “C’mon. Double or nothing.”
  Ideal. “Easy come, easy go.” 
  Bond. “I always pay my debts, as surely as you 
  can expect me to collect what I’m owed.”
  Flaw. “I’m not above pocketing a few extra 
  coins when nobody is looking.” 
  SVIRFNEBLIN SIDEKICKS BEYOND 1ST LEVEL 
   MANUAL OF SIDEKICKS
  52
  SVIRFNEBLIN SIDEKICK 
  1st-level Small humanoid (gnome) 
  Armor Class 15 (chain shirt) 
  Hit Points 11 (2d6+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  9 (-1) 
  Skills Deception +1, Investigation +3, Stealth +4 
  Senses darkvision, 120 ft., passive Perception 12 
  Languages Common, Gnomish, Terran, Undercommon 
  Stone Camouﬂage. The svirfneblin has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Gnome Cunning. The svirfneblin has advantage on Intelligence, 
  Wisdom, and Charisma saving throws against magic. 
  ACTIONS 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8+2) bludgeoning damage. 
  Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4+2) piercing damage. 
  Level
  Hit Points
  New Features
  2nd
  16 (3d6+6)
  Poisoner. Once per day the 
  svirfneblin can produce enough 
  poison to coat one dart. A creature 
  struck by the poison must succeed 
  on a DC 12 Constitution saving 
  throw or be poisoned for 1 minute.
  3rd
  22 (4d6+8)
  Nondetection. The svirfneblin’s 
  proficiency bonus is doubled for 
  Dexterity (Stealth) checks, and it 
  can’t be targeted by any divination 
  magic or perceived through 
  magical scrying sensors.
  4th
  27 (5d6+10)
  Ability Score Improvement. The 
  svirfneblin’s Strength score 
  increases to 17 (+3). 
  Innate Spellcasting. The 
  svirfneblin’s innate spellcasting 
  ability is Intelligence (spell save DC 
  11). It can innately cast the 
  following spells, requiring no 
  material components: 
  1/day each: blindness/deafness, 
  blur, disguise self.
  5th
  33 (6d6+12)
  Proficiency Bonus. The svirfneblin’s 
  proficiency bonus increases to +3. 
  Elemental Conjurer. Once per day, 
  the Svirfneblin can conjure a mud 
  mephit, which obeys its commands. 
  The svirfneblin cannot have more 
  than one elemental conjured at a 
  time. 
  6th
  38 (7d6+14)
  Extra Attack. The svirfneblin can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn.
  
  THRI-KREEN SIDEKICKS BEYOND 1ST LEVEL 
  THRI-KREEN SIDEKICK 
  TIKTIKIK 
  Taken in as a nymph and raised by a kindly 
  desert druid after a devastating sandstorm 
  destroyed his nest, Tiktikik has grown to be much 
  more tolerant of other intelligent races than the 
  typical thri-kreen.
  Personality. “Humanoids can be interesting 
  companions, but awfully prone to dramatics. Still, 
  they're useful at times.”
  Ideal. “If it moves, it’s worth eating.” 
  Bond. “I would never regard my friends as a 
  potential food source.”
  Flaw. “...unless maybe they’re elves."
  Level
  Hit Points
  New Features
  2nd
   19 (3d8+6)
  Deflect Missiles. The thri-kreen can 
  use its reaction to deflect missiles 
  with its claws if it is not holding a 
  weapon, reducing the damage 
  taken from the attack by half when 
  hit by a ranged attack.
  3rd
   24 (4d8+6)
  Chameleon Carapace. The thri-
  kreen can change the color of its 
  carapace to match the color and 
  texture of its surroundings, giving it 
  advantage on Dexterity (Stealth) 
  checks made to hide.
  4th
   28 (5d8+6)
  Ability Score Improvement. The 
  thri-kreen’s Wisdom increases score 
  to 14 (+2) 
  Psionics. The thri-kreen can cast  
  blur 1/day.
  5th
  33 (6d8+6)
  Proficiency Bonus. The thri-kreen’s 
  proficiency bonus increases to +3. 
  Astonishing Leap. The thri-kreen’s 
  long jump increases to 30 feet and 
  high jump to 15 feet.
  6th
   37 (7d8+6)
  Psionics. The thri-kreen can cast 
  blur 2/day, and pass without trace 
  1/day.
  53
  DROOP’S MONSTER
  THRI-KREEN SIDEKICK 
  1st-level Medium humanoid (thri-kreen) 
  Armor Class 15 (natural armor)  
  Hit Points 15 (2d8+6) 
  Speed 40 ft. 
  Proficiency Bonus +2 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  13 (+1) 
  8 (-1) 
  12 (+1) 
  9 (-1) 
   
  Skills Perception +3, Stealth +4, Survival +3 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages Thri-kreen; can communicate in Common via 
  telepathy 
   
  Innate Spellcasting (Psionics). The thri-kreen’s spellcasting 
  ability is Wisdom. It can innately cast the following spells, 
  requiring no components: 
  At will: mage hand (the hand is invisible) 
  Standing Leap. The thri-kreen’s long jump is up to 20 feet and 
  its high jump is up to 10 feet, with or without a running start. 
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6+1) piercing damage, and the target must succeed on 
  a DC 11 Constitution saving throw or be poisoned for 1 minute. If 
  the saving throw fails by 5 or more, the target is also paralyzed 
  while poisoned in this way. The poisoned target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4+1) slashing damage. 
  
  XVART SIDEKICK 
  NEXLIT 
  After Nexlit stumbled upon an artifact 
  particularly valuable to Raxivort, the demigod 
  granted him supernatural powers and a mandate 
  to collect more treasures.
  Personality. “I’ll brave any danger in search of 
  valuables; the more bizarre the better!”
  Ideal. “Acquisition is even more pleasurable 
  than possession.” 
  Bond. “My devotion to Raxivort is so complete 
  that I willingly surrender all my treasures to 
  him.”
  Flaw. “Almost every creature I see is better 
  than me. I hate them for it.” 
  XVART SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Raxivort’s Invocations. The xvart 
  can cast the following spells at will, 
  requiring no material components: 
  detect magic, mage armor.
  3rd
  18 (4d8)
  Familiar. The xvart learns the find 
  familiar spell and can cast it as a 
  ritual. The xvart’s familiar is a rat. 
  Additionally, the when the xvart 
  takes the Attack action it can forego 
  one it its own attacks to allow the 
  familiar to make one attack of its 
  own.
  4th
  22 (5d8)
  Ability Score Improvement. The 
  xvart’s Charisma score increases to 
  14 (+2). 
  Spellcasting. The xvart has 2 2nd-
  level spell slots instead of 1 1st-
  level slot. The xvart learns the 
  following additional spells: 
  invisibility, scorching ray.
  5th
  27 (6d8)
  Proficiency Bonus. The xvart’s 
  proficiency bonus increases to +3. 
  Familiar Growth. The xvart’s 
  familiar is a giant rat.
  6th
  31 (7d8)
  Raxivort’s Blessing. When the xvart 
  or its familiar reduces an enemy to 
  0 hit points, the xvart gains 4 
  temporary hit points.
   MANUAL OF SIDEKICKS
  54
  XVART SIDEKICK 
  1st-level Small humanoid (xvart) 
  Armor Class 12 (15 with mage armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  11 (+0) 
  12 (+1) 
  Skills Deception +3 Stealth +4 
  Senses darkvision, 60 ft., passive Perception 10 
  Languages Common, Abyssal 
  Spellcasting. The xvart’s spellcasting ability is Charisma (spell save 
  DC 11, +3 to hit will spell attacks). It regains its expended spell 
  slots when it finishes a short or long rest. It knows the following 
  spells: 
  Cantrips (at will): eldritch blast, minor illusion 
  1st level (1 1st-level slot): burning hands, expeditious retreat,  
  Low Cunning. The xvart can take the Disengage action as a bonus 
  action on each of its turns. 
  Raxivort’s Tongue. The xvart can communicate with ordinary bats 
  and rats, as well as giant bats and giant rats. 
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) slashing damage. 
  
  YETI SIDEKICK 
  BUMBLE 
  Before a chance run-in with a friendly elven 
  dentist, Bumble’s howls of pain from its toothache 
  were even more frightening than the warning of 
  an oncoming avalanche. 
  Personality. “C’mon in now, let’s have a big 
  hug.”
  Ideal. “The crisp mountain air is my favorite 
  part of home.”
  YETI SIDEKICKS BEYOND 5TH LEVEL 
  Bond. “Someone I thought was out to hurt me 
  saved my life. Now I always give creatures the 
  beneﬁt of the doubt.”
  Flaw. “At the rate I’m aging, I’ll never ﬁnd a 
  mate.” 
  55
  DROOP’S MONSTER
  Level
  Hit Points
  New Features
  6th
  59  
  (7d10+21)
  Extra Attack. The yeti can attack 
  twice, instead of once, whenever it 
  takes the Attack action on its turn.
  7th
  68  
  (8d10+24)
  Chilling Gaze. As a bonus action, 
  the yeti can target one creature it 
  can see within 30 feet of it. The 
  target must succeed on a DC 13 
  Constitution saving throw against 
  this magic or take 10 (3d6) cold 
  damage.
  8th
  76  
  (9d10+27)
  Ability Score Improvement. The 
  yeti’s Strength score increases to 20 
  (+5). 
  A Feeling in My Left Big Toe. The 
  yeti can accurately predict the 
  following day’s weather, and is 
  aware of any avalanche that will 
  occur within 10 miles in the next 
  hour.
  9th
  85 
  (10d10+30)
  Proficiency Bonus. The yeti’s 
  proficiency bonus increases to +4. 
  Freezing Chill. When a creature 
  takes damage from the yeti’s 
  chilling gaze it is also paralyzed for 
  1 minute. The creature may repeat 
  the saving throw at the end of each 
  of its turns, ending the effect on 
  itself on a success.
  10th
  93 
  (11d10+33)
  Cold Breath. As an action on its 
  turn, the yeti exhales a 30-foot 
  cone of frigid air. Each creature in 
  that area must make a DC 14 
  Constitution saving throw, taking 36 
  (8d8) cold damage on a failed save, 
  or half as much damage on a 
  successful one. Once this feature 
  has been used it cannot be used 
  again until the yeti completes a 
  short or long rest.
  YETI SIDEKICK 
  5th-level Huge monstrosity 
  Armor Class 12 (natural armor) 
  Hit Points 51 (6d10+18) 
  Speed 40 ft., climb 40 ft. 
  Proficiency Bonus +3 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  8 (+1) 
  12 (+1) 
  7 (-2) 
  Skills Perception +4, Stealth +4 
  Damage Immunities cold 
  Senses darkvision, 60 ft., passive Perception 13 
  Languages Common, Yeti 
  Fear of Fire. If the yeti takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn. 
  Keen Smell. The yeti has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain. 
  ACTIONS 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  7 (1d6+4) slashing damage plus 3 (1d6) cold damage. 
  
  YUAN-TI MALISON SIDEKICK 
  NAHTH 
  Nahth is a greedy bully and will try to cheat 
  anyone out of anything. But he’s good in a ﬁght, 
  as long as you can keep him on your side.
  Personality. “Pay me enough and I’ll ﬁght for 
  you. Don’t pay me enough and I’ll ﬁght against 
  you.“
  Ideal. “The power of suggestion is vastly 
  underrated. You can get a lot just by asking...if 
  you know how to ask.” 
  Bond. “The snake is nature’s most perfect 
  animal.”
  Flaw. “Bribery will get you anywhere.” 
  YUAN-TI MALISON SIDEKICKS BEYOND 3RD LEVEL 
  Level
  Hit Points
  New Features
  4th
  27 (5d8+5)
  Ability Score Improvement. The 
  yuan-ti’s Charisma score increases 
  to 17 (+4). 
  Innate Spellcasting: 3/day, the 
  yuan-ti can cast suggestion.
  5th
  33 (6d8+6)
  Proficiency Bonus. The yuan-ti’s 
  proficiency bonus increases to +3. 
  Silent Slither. The yuan-ti’s 
  proficiencies in Deception and 
  Stealth increase by 1 each.
  6th
  38 (7d8+7)
  Extra Attack. The yuan-ti can 
  attack twice, instead of once, 
  whenever it takes the Attack action 
  on its turn, but can only use its Bite 
  once. 
  Magic Resistance. The yuan-ti has 
  advantage on saving throws against 
  spells and other magical effects.
  7th
  44 (8d8+8)
  Good Vibrations. The yuan-ti can 
  sense the location of any hidden or 
  invisible creature within 10 feet of 
  itself.
  8th
  49 (9d8+9)
  In Cold Blood.  When the yuan-ti 
  attacks and hits a creature that is 
  surprised, the attack is a critical hit.
   MANUAL OF SIDEKICKS
  56
  YUAN-TI MALISON SIDEKICK 
  3rd-level Medium monstrosity 
  Armor Class 12  
  Hit Points 22 (4d8+4) 
  Speed 30 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  Skills Deception +5, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., Passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Shapechanger. The yuan-ti can use its action to polymorph into a 
  Medium snake, or back into its true form. Its statistics are the same in 
  each form. Any equipment it is wearing or carrying isn’t transformed. 
  It doesn’t change form if it dies. 
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti can 
  innately cast the following spells, requiring no material components: 
  At will: animal friendship (snakes only) 
  Malison Type. The yuan-ti malison (type 1) has a Human body with 
  snake head. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 
  (1d4+3) piercing damage plus 7 (2d6) poison damage. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6+3) slashing damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
  
  ZOMBIE SIDEKICK 
  BRIAN 
  One of the greatest minds of his generation, in 
  undeath Brian simply drools a bit less than his 
  peers.
  Personality. “Braaaaiiiiinnnsssssss…”
  Ideal. “Braaaaiiiiinnnsssssss…” 
  Bond. “Braaaaiiiiinnnsssssss…”
  Flaw. “Braaaaiiiiinnnssssss?” 
  ZOMBIE SIDEKICKS BEYOND 1ST LEVEL 
  Level
  Hit Points
  New Features
  2nd
  22 (3d8+9)
  Hungry. The zombie gains the 
  following action: 
  Bite. Melee Weapon Attack: +3 to 
  hit, reach 5ft., one target. Hit: 4 
  (1d6+1) piercing damage and 3 
  (1d6) necrotic damage.
  3rd
  30 (4d8+12)
  Runner. The zombie’s move speed 
  increases to 40 feet. The zombie 
  can take a bonus action on its turn 
  to Dash.
  4th
  37 (5d8+15)
  Ability Score Improvement. The 
  zombie’s Strength score increases 
  to 15 (+2). 
  Death Stench. If damage reduces 
  the zombie to 0 hit points, toxic gas 
  is released from the zombie’s gut. 
  Each creature within 10 feet of the 
  zombie must make a DC 13 
  Constitution saving throw, taking 9 
  (2d8) necrotic damage on a failed 
  save or half as much damage on a 
  successful one.
  5th
  45 (6d8+18)
  Proficiency Bonus. The zombie’s 
  proficiency bonus increases to +3. 
  Spitter. As an action, the zombie 
  chooses one creature within 30 feet 
  or two creatures within 30 feet that 
  are within 5 feet of each other. A 
  target must succeed on a DC 13 
  Dexterity saving throw or take 7 
  (2d6) necrotic damage.
  6th
  52 (7d8+21)
  Unfazed. When the zombie is dealt 
  10 or fewer bludgeoning, piercing, 
  or slashing damage from a 
  nonmagical attack, the damage is 
  reduced to 0.
  57
  DROOP’S MONSTER
  ZOMBIE SIDEKICK 
  1st-level Medium undead 
  Armor Class 8 (natural armor) 
  Hit Points 12 (2d8+3) 
  Speed 20 ft. 
  Proficiency Bonus +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
  Saving Throws Wisdom +0 
  Skills Athletics +4, Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision, 6 ft., passive Perception 8 
  Languages understands Common, but cannot speak 
  Undead Fortitude. If damage reduces the zombie to 0 hit points, it 
  must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. 
  On a success, the zombie drops to 1 hit point instead. 
  ACTIONS 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  4 (1d6+1) bludgeoning damage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Paul Metzger/Droops Monster Manual of Sidekicks.pdf