Ancient Companion

CR 0 · Medium Construct

Ancient Companion

Any Alignment

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

12 (natural armor)

Hit Points

10 3d8 - 3

Speed

25 ft.

STR8 -1
DEX12 +1
CON9 -1
INT10 +0
WIS14 +2
CHA13 +1

Defensive Resilience

Saving ThrowsWis +4
SkillsHistory +2, Perception +4
Damage Immunitiespoison
Resistancespoison, psychic

Condition Immunities: charmed, exhaustion, frightened, poisoned

Sensesdarkvision 60 ft., passive Perception 14
Languagesunderstands the languages of its creator but can't speak

Lore

Arcane Scribe
In the silent, dust-choked halls of fallen empires, one may encounter the rattling click of clockwork or the soft hum of glowing runes. The Ancient Companion is a testament to the vanity of long-dead mages who could not bear the thought of isolation. Crafted from tarnished brass, weathered stone, or petrified weirwood, these diminutive constructs were never built for war. Instead, they were forged to be the perfect confidants, designed to mimic the loyal curiosity of a hound or the steady presence of a valet. Though their masters have long since crumbled into ash, the magic binding these constructs to their domestic duties remains stubbornly intact, compelling them to maintain order in ruins where entropy is the only law. These tireless sentinels spend centuries rearranging shattered pottery or scrubbing phantom stains from mosaic floors. They possess a primitive, flickering spark of empathy, often gravitating toward living travelers who wander into their lonely domains. A companion might offer a weary adventurer a piece of ancient, petrified fruit or attempt to mend a torn cloak with invisible thread. However, their devotion can be haunting; an Ancient Companion might follow a party out of a dungeon, not out of a desire for freedom, but because it has mistaken a player character for the heir of its original creator. Rumors persist of a "Master’s Key," a command word or a physical sigil that can reset a companion’s loyalty. In the trade-hubs of the Outer Planes, collectors pay handsomely for these relics, believing they hold the secret memories of the civilizations that birthed them. A party might find one of these constructs clutching a rusted locket containing a map to a hidden vault, refusing to relinquish it until it is "escorted" back to a courtyard that has been swallowed by the sea for a thousand years.

Innate Traits

Faded Memories. The companion has Advantage on Intelligence (History) checks related to the civilization that created it.

Steadfast Guardian. While within 5 feet of a creature it considers its master, the companion has Advantage on saving throws against being moved or knocked Prone.

Actions

Reassuring Touch. The companion touches a creature. The target gains 1 temporary hit point. This benefit can be granted to a specific creature only once per Long Rest.

Helpful Gesture. The companion takes the Help action.