TEXT: 1
  
  
  D
  o you want to run or play Dragon of Icespire
  Peak but you only have two or three people in
  your gaming group and the generic sidekicks
  aren't doing it for you? Do you want an easy way
  to track and level up NPCs and beasts that join
  the adventure? Do you want to reintroduce allies
  later in your Phandalin campaign but aren't sure
  how to scale their power level? If you answered yes to any of
  these questions, then this supplement is for you.
  
  "Adventure Sidekicks: Dragon of Icespire Peak" is the
  eleventh volume in an ongoing series that supplies sidekicks
  based on the major NPCs and potential allies of each of the
  DUNGEONS & DRAGONS adventures. On your adventure, the DM
  might reveal that you've befriended an NPC or other creature
  that then joins your party as a sidekick. It's up to you and the
  DM to decide who controls the sidekick in play.
  
  A sidekick's game statistics are presented in a box called a
  stat block, which is essentially a miniature character sheet. A
  stat block contains things like ability scores and hit points, as
  well as the actions a sidekick is most likely to take in combat.
  Like any character, a sidekick can use the action options in
  the combat rules.
  For more information on stat blocks, see the introduction
  of the Monster Manual.
  
  Your DM will inform you at which level your sidekick starts,
  usually equal to the average level of the party. As the heroes
  and their sidekick adventure together, the sidekick gains
  experience points and reaches new levels the same way a
  player character does, using the rules found in the Player's
  Handbook.
  When a sidekick gains a level, look at the sidekick's
  progression table, and consult the new level's row, which
  shows the sidekick's new hit point maximum and features.
  If the DM starts a sidekick at a level higher than 1st, use
  the hit point maximum for its level on the appropriate table
  on the pages that follow. Also, give the sidekick the features
  for its current level and any earlier levels on that table.
  
  Some sidekicks start as an adolescent version of the creature
  the sidekick was based on. To reflect this, these sidekicks
  start as one size and then, at some point in their progression
  table, grow enough to increase in size.
  When size increases, the type of Hit Dice changes.
  Depending on the sidekick, other benefits may also come
  with a change in size.
  
  A sidekick is proficient with any armor, weapons, and tools
  included in its stat block.
  
  If there is a communication problem between the party and
  their sidekick, such as no shared language, the language
  barrier may still be overcome. The party must succeed on a
  Wisdom (Animal Handling) check, or the sidekick on a
  Wisdom (Insight) check, to make themselves understood.
  On a success, the sidekick is able to understand the party
  well enough to comply with their request or get their general
  meaning. On a failure, the sidekick defends itself from hostile
  creatures and acts according to its own desires (as
  determined by the DM), but otherwise takes no actions.
  The DM determines the DC of the skill check, using the
  following table as a guide.
  Task
  DC
  Example
  Very easy
  5
  "Heel" or "fetch"
  Easy
  10
  "Get that out of your mouth!"
  Moderate
  15
  "Find help in town"
  Hard
  20
  "Heel, even if they hurt me"
  Very hard
  25
  "Give this only to the blond elf"
  Nearly impossible 30
  "Attack every other gnome"
  
  Project Lead
  Kathleen Harrington | @KatnBR
  Writers
  Kathleen Harrington | @KatnBR
  Jackson Adams | @JacksonInACup
  Noah Simpson | @Noah20243425
  Artist
  Roselysium | @Roselysium
  Editor and Layout Artist
  Adam Hancock | @AdamDMsGuild 
  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 2020 by
  Adam Hancock and published under the Community Content
  Agreement for Dungeon Masters Guild.
  2
  
  Boars Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Savage Rage. As a bonus action,
  the boar can enter a rage at the
  start of its turn. The rage lasts
  for 1 minute or until the boar is
  incapacitated. The boar can't
  use this feature again until it
  finishes a long rest. While
  raging, the boar gains the
  following benefits:
  The boar has advantage on
  Strength checks and
  Strength saving throws.
  When it makes a melee
  weapon attack, the boar
  gains a +2 bonus to the
  damage roll.
  The boar can use the
  Disengage action as a
  bonus action once per
  round
  3rd
  26 (4d8 + 8)
  Thickened Hide. The boar's
  Armor Class increases to 12.
  4th
  32 (5d8 + 10)
  Ability Score Improvement. The
  boar's Strength score increases
  by 2. This raises the Strength
  modifier, Strength saving
  throw, Athletics bonus, DC of
  the Charge feature, and attack
  and damage bonuses by 1.
  5th
  45 (6d10 + 12) Growth Spurt. The boar grows
  to Large in size. The boar's Hit
  Dice become d10s and the
  damage of its Charge feature
  and tusk attack increase by
  1d6.
  6th
  52 (7d10 + 14) Extra Attack. The boar can
  attack twice, instead of once,
  whenever it takes the Attack
  action on its turn.
  3
  
  1st-level Medium beast
  Armor Class 11 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  14 (+2)
  2 (-4)
  9 (-1)
  5 (-3)
  Saving Throws Str +4
  Skills Athletics +4
  Senses passive Perception 9
  Languages understands Common but can't speak it
  Charge. If the boar moves at least 20 feet straight
  toward a target and then hits it with a tusk attack on
  the same turn, the target takes an extra 3 (1d6)
  slashing damage. If the target is a creature, it must
  succeed on a DC 12 Strength saving throw or be
  knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the
  boar takes 10 damage or less that would reduce it to 0
  hit points, it is reduced to 1 hit point instead.
  Actions
  Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) slashing damage.
  
  Darrak Grayshard Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  16 (3d8 + 3)
  Cunning Action. On Darrak’s
  turn in combat, he can take the
  Dash, Disengage, or Hide
  action as a bonus action.
  3rd
  22 (4d8 + 4)
  Sly Expertise. Darrak’s
  proficiency bonus is doubled
  for any ability check he makes
  that uses Sleight of Hand or
  Stealth, giving him a +6 bonus
  to those skill checks.
  4th
  27 (5d8 + 5)
  Ability Score Improvement.
  Darrak’s Dexterity score
  increases by 2. This raises the
  Dexterity modifier and saving
  throw bonus; the Acrobatics,
  Sleight of Hand, and Stealth
  bonuses; and the attack and
  damage bonuses by 1.
  5th
  33 (6d8 + 6)
  Proficiency Bonus. Darrak’s
  proficiency bonus increases by
  1. This raises the saving throw
  bonus; Acrobatics,
  Performance, and Persuasion
  bonuses; and attack bonuses by
  1. The Sleight of Hand and
  Stealth bonuses increase by 2.
  Scrutinize. While underground,
  Darrak can use a bonus action
  to make an Intelligence
  (Investigation) check to
  uncover or decipher clues.
  6th
  38 (7d8 + 7)
  Uncanny Dodge. When an
  attacker that Darrak can see
  hits him with an attack, he can
  use his reaction to halve the
  attack’s damage against him.
  Darrak is a mountain dwarf and cousin to one of the
  dwarven prospectors who work the ore deposits southwest of
  Phandalin. Darrak is the sole survivor of a Stone-Cold Reaver
  attack on the caravan in which he and his sons were
  traveling. He is currently residing in Phandalin in hopes of
  joining a group of adventurers to find and wreak vengeance
  on those who robbed him and slew his family.
  Personality. I judge people by their actions, not their
  words. But if I find you’ve lied to me, I’ll judge you for
  that.
  Ideal. I will do whatever it takes to avenge the wrong done
  to me and my kin.
  Bond. I may wander the world, but I always return to my
  clan.
  Flaw. My desire for revenge consumes my every thought.
  4
  
  1st-level Medium humanoid (dwarf)
  Armor Class 13 (leather)
  Hit Points 11 (2d8 + 2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2)
  Saving Throws Dex +4
  Skills Acrobatics +4, Performance +4, Persuasion +4,
  Sleight of Hand +4, Stealth +4
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Dwarvish
  Dwarven Resilience. Darrak has advantage on saving
  throws against being poisoned.
  Helpful. Darrak can take the Help action as a bonus
  action.
  Tools. Darrak has thieves’ tools and a set of bagpipes.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  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.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  
  Falcon the Hunter Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Chosen Target. Falcon gains a
  +2 bonus to attack and damage
  rolls made against any creature
  that doesn’t have all its hit
  points.
  3rd
  26 (4d8 + 8)
  Spellcasting. Falcon gains one
  1st-level spell slot. Falcon also
  learns the 1st-level spell
  goodberry.
  4th
  32 (5d8 + 10)
  Ability Score Improvement.
  Falcon’s Dexterity score
  increases by 2. This raises the
  Dexterity modifier and saving
  throw bonus, Armor Class, and
  the attack and damage bonuses
  by 1.
  5th
  39 (6d8 + 12)
  Proficiency Bonus. Falcon’s
  proficiency bonus increases by
  1. This raises the saving throw
  bonuses, skill bonuses, and
  spell and weapon attack
  bonuses by 1.
  Spellcasting. Falcon gains one
  1st-level spell slot. Falcon also
  learns the 1st-level spell fog
  cloud.
  6th
  45 (7d8 + 14)
  Extra Attack. Falcon can attack
  twice, instead of once,
  whenever he takes the Attack
  action on his turn.
  Falcon the Hunter lives in Neverwinter Wood. He is often
  hired out by nobles but is willing to join an adventuring party
  for the right price, (even if it is a promised price like treasure
  rather than something immediate).
  Personality. Home is where you hunt.
  Ideal. I treat other people as I wish them to treat me.
  Bond. Orcs have no place in this region.
  Flaw. I’ll do it if money is involved.
  5
  
  1st-level Medium humanoid (human)
  Armor Class 14 (studded leather)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 10 (+0)
  Saving Throws Dex +4, Wis +4
  Skills Perception +4, Nature +3, Survival +4
  Senses passive Perception 14
  Languages Common
  Spellcasting. Falcon’s spellcasting ability is Wisdom
  (spell save DC 12, +4 to hit with spell attacks). Falcon
  has the following ranger spells prepared:
  1st level (1 slot): hunter’s mark
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, reach
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  
  d8
  Personality Trait
  1
  If we stop for any reason, I immediately lower my
  head to nibble on the nearest vegetation.
  2
  Don't touch my stirrups if I don't know you. I bite
  and I buck.
  3
  I'm a pretty horse, and I know it. If you don't pay
  attention to me, I'll get in your face so you have to.
  4
  I jump at the slightest sound—uh, what was that?!
  5
  If my rider isn't confident in the saddle, I walk as
  slowly as possible.
  6
  I'm very protective. If anyone hurts my friends, I beat
  them senseless with my hooves.
  7
  Bold, brash, and a bit reckless, I'm still a bit wild
  from my days of running free.
  8
  I'm a good soldier of a horse. I do what I'm told and
  follow orders.
  Horses Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d10 + 3)
  Rearing. The horse imposes
  disadvantage on the attack roll
  of a creature within 5 feet of it
  whose target isn't the horse.
  The horse must be able to see
  the attacker.
  3rd
  26 (4d10 + 4)
  Trampling Charge. If the horse
  moves at least 20 feet straight
  toward a creature and then hits
  it with a hooves attack on the
  same turn, that target must
  succeed on a DC 13 Strength
  saving throw or be knocked
  prone. If the target is prone, the
  horse can make another attack
  with its hooves against it as a
  bonus action.
  4th
  32 (5d10 + 5)
  Ability Score Improvement. The
  horse's Strength score
  increases by 2. This raises the
  Strength modifier, Athletics
  bonus, DC of the Trampling
  Charge feature, and attack and
  damage bonuses by 1.
  5th
  39 (6d10 + 6)
  Proficiency Bonus. The horse's
  proficiency bonus increases by
  1. This raises the saving throw
  bonus, skill bonuses, DC of the
  Trampling Charge feature, and
  attack bonus by 1.
  6th
  45 (7d10 + 7)
  Extra Attack. The horse can
  attack twice, instead of once,
  whenever it takes the Attack
  action on its turn.
  6
  
  1st-level Large beast
  Armor Class 10 (16 with chain mail barding)
  Hit Points 13 (2d10 + 2)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  12 (+1) 2 (-4) 11 (+0)
  7 (-2)
  Saving Throws Con +3
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages understands Common but can't speak it
  Barding. While wearing chain mail barding, the horse
  has disadvantage on Dexterity (Stealth) checks.
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (2d4 + 3) bludgeoning damage.
  
  Loreath came to the region to bolster her reputation as an
  aspiring skald. She’s gained, well, something like it. The
  dragonborn performs what she describes as “ancient
  draconic ballads,” which, to the layperson, mostly sound like
  guttural howling occasionally interspersed with lines about
  shattered shields, dragon’s breath, and brave warriors.
  Loreath performs more or less without stop. The party could
  meet Loreath around Phandalin or in Gnomengarde, where
  people are doing their best to politely deal with her less-than-
  appealing performance styles.
  Personality. You do the heroics, I’ll make sure they
  remember it forever.
  Ideal. Every story matters.
  Bond. Art, no matter how ugly, has the power to inspire.
  Flaw. I’m willing to trust anyone.
  7
  
  
  1st-level Medium humanoid (dragonborn)
  Armor Class 13 (studded leather)
  Hit Points 9 (2d8)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 16 (+3)
  Saving Throws Cha +5
  Skills Performance +5, Persuasion +5
  Damage Resistances cold
  Senses passive Perception 10
  Languages Common, Draconic
  Bardic Howl (3/Day). Loreath can inspire others through
  her unique song style. As a bonus action, Loreath can
  give one chosen creature (other than herself) a d6
  inspiration die. The chosen creature must be within 60
  feet of Loreath and able to hear her. Once within the
  next 10 minutes, the creature can roll the die and add
  the number rolled to one ability check, attack roll, or
  saving throw it makes. The creature can use the
  inspiration die after the roll is made but before the DM
  says whether it succeeds or fails. Once the inspiration
  die is rolled, it is lost. A creature can have only one
  inspiration die at a time.
  Spellcasting. Loreath’s spellcasting ability is Charisma
  (spell save DC 13, +5 to hit with spell attacks). Loreath
  has the following bard spells prepared:
  Cantrips (at will): dancing lights, true strike, vicious 
     mockery 
  1st level (2 slots): bane, healing word, longstrider
  Actions
  Greatclub. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 4 (1d8) bludgeoning damage.
  Breath Weapon. Loreath exhales an icy blast in a 15-
  foot cone. Each creature in that area must make a DC
  10 Dexterity saving throw, taking 7 (2d6) cold damage
  on a failed save, or half as much damage on a
  successful one.
  
  Loreath Rangmair Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Wall of Sound. Loreath’s regular howl of lyrics makes it easier to tune out foul influences. She has
  advantage on Wisdom saving throws against effects she can hear. To gain this benefit, she cannot
  be deafened or incapacitated.
  3rd
  18 (4d8)
  Magical Recovery. When she finishes a short rest, Loreath recovers two 1st-level spell slots.
  Spellcasting. Loreath gains one 1st-level spell slot. She also learns the 1st-level spell dissonant
  whispers.
  4th
  22 (5d8)
  Ability Score Increase. Loreath’s Charisma score increases by 2. This raises the Charisma modifier
  and saving throw bonus, Performance bonus, spell save DC, and spell attack bonus by 1.
  Improved Magical Recovery. When she finishes a short rest, Loreath recovers two 1st-level spell
  slots or one 2nd-level spell slot.
  Spellcasting. Loreath gains one 1st-level spell slot and two 2nd-level spell slots. She also learns
  the 2nd-level spell enthrall.
  5th
  27 (6d8)
  Proficiency Bonus. Loreath’s proficiency bonus increases by 1. This raises the saving throw bonus,
  skill bonuses, DC of the Breath Weapon feature, and spell and weapon attack bonuses by 1.
  Song of Slaying Swords. Loreath’s songs can inspire a bloody madness. A creature with an
  inspiration die from Loreath can roll that die and add the number rolled to a weapon’s damage
  roll.
  6th
  31 (7d8)
  Heavy Metal Queen. Loreath channels her dissonant songs into a call for the powers of her
  ancestors. As a bonus action, she and any weapons she is wielding are coated in ice. For 6 rounds,
  attacks made against her have disadvantage, and she deals an extra 3 (1d6) cold damage on hits
  with melee attacks. If she does so, Loreath cannot use this ability again until she finishes a short
  or long rest.
  Improved Magical Recovery. When she finishes a short rest, Loreath recovers three 1st-level spell
  slots or one 2nd- and one 1st-level spell slot.
  Potent Cantrip. Loreath adds a +3 bonus to the damage she deals with any cantrip.
  8
  
  Quippy Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  10 (3d6)
  Splash Damage. Whenever a
  creature takes damage from a
  spell cast by Quippy, each
  creature within 5 feet of that
  creature takes 2 damage.
  3rd
  15 (4d6)
  Spellcasting. Quippy gains one
  1st-level spell slot. Quippy also
  learns the 1st-level spell grease.
  4th
  22 (5d6 + 5)
  Ability Score Increase. Quippy’s
  Constitution score and
  Intelligence score each
  increase by 1. This raises the
  Constitution and Intelligence
  modifiers, Intelligence saving
  throw bonus, spell save DC,
  spell attack bonus, Arcana and
  History bonuses, and the
  damage dealt by her Splash
  Damage feature.
  Spellcasting. Quippy learns the
  fire bolt cantrip.
  5th
  27 (6d6 + 6)
  Proficiency Bonus. Quippy’s
  proficiency bonus increases by
  1. This raises the saving throw
  bonuses, skill bonuses, and
  spell and weapon attack
  bonuses by 1.
  Spellcasting. Quippy gains one
  1st-level spell slot and two
  2nd-level spell slots. Quippy
  also learns the 2nd-level spell
  magic weapon.
  6th
  31 (7d6 + 7)
  Spellbow. When Quippy hits a
  creature with her hand
  crossbow attack, she can cast
  the fire bolt or ray of frost
  cantrip as a bonus action.
  Quippy is a rock gnome who lives in Gnomengarde. She is
  an adept with both magic and the crossbow, making her a
  great combatant.
  Personality. I quip; therefore, I am.
  Ideal. Nothing is impossible if you try hard enough.
  Bond. The kings of Gnomengarde need help. Until the
  matter is solved, I’ll never wander far from home.
  Flaw. Curiosity killed the cat. But I’m not a cat. So I can be
  curious all I want. Isn’t that how it works?
  9
  
  1st-level Small humanoid (gnome)
  Armor Class 12 (15 with mage armor)
  Hit Points 7 (2d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 11 (+0) 15 (+2) 12 (+1) 10 (+0)
  Saving Throws Dex +4, Int +4
  Skills Arcana +4, History +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Gnomish
  Gnome Cunning. Quippy has advantage on Intelligence,
  Wisdom, and Charisma saving throws against magic.
  Spellcasting. Quippy’s spellcasting ability is Intelligence
  (spell save DC 12, +4 to hit with spell attacks). Quippy
  has the following wizard spells prepared:
  Cantrips (at will): mage hand, ray of frost 
  1st level (2 slots): detect magic, mage armor
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit,
  reach 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
  damage.
  
  No one in Phandalin quite knows Rock’s story. Word about
  town is that he wandered in after something went very wrong
  out in the drifts, something that no one else came back from.
  He keeps to himself, drinking and mumbling, his hand never
  far from his notched hatchet. Rock is generally suspicious
  and skeptical of what he’s told but is a furious force in combat
  and an apt survivalist, able to navigate and track enemies. As
  he travels with the party, a strange suite of supernatural
  insights further bolsters his abilities.
  Personality. You don’t know what’s out there. I’ll help you
  survive it.
  Ideal. Preparation, precision, and decisiveness will get you
  far.
  Bond. Only thing keeping me sane is a good drink.
  Flaw. There’s no one else out there you can trust. They
  don’t know the truth.
  Rock Ländstrom Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  16 (3d8 + 3)
  Survivor. The presence of
  dangerous threats registers on
  Rock’s senses like an itch in the
  back of the brain. As an action,
  he can open his awareness to
  detect such forces. If he does
  so, he can’t use this feature
  again until he finishes a long
  rest. Until the end of his next
  turn, he knows the location of
  any aberration, fiend, or undead
  within 60 feet of him that is
  not behind total cover. He
  knows the type of any being
  whose presence he senses but
  not its identity. Within the
  same radius, he can also detect
  the presence of any place or
  object that has been
  consecrated or desecrated, as
  with the hallow spell.
  3rd
  22 (4d8 + 4)
  Cunning Action. Rock’s instincts
  allow him to act speedily. On
  his turn in combat, he can take
  the Dash, Disengage, or Hide
  action as a bonus action.
  4th
  28 (5d8 + 5)
  Ability Score Increase. Rock’s
  Dexterity score increases by 2.
  This raises the Dexterity
  modifier, Armor Class, Stealth
  bonus, and crossbow attack
  and damage bonuses by 1.
  5th
  33 (6d8 + 6)
  Getting Out of Trouble. When an
  attacker Rock can see makes an
  opportunity attack against him,
  Rock can impose disadvantage
  on the attack roll.
  Proficiency Bonus. Rock’s
  proficiency bonus increases by
  1. This raises the skill bonuses,
  passive Perception, and attack
  bonuses by 1.
  6th
  38 (7d8 + 7)
  Uncanny Dodge. When an
  attacker that Rock can see hits
  him with an attack, he can use
  his reaction to halve the
  attack’s damage against him.
  10
  
  1st-level Medium humanoid (human)
  Armor Class 13 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 11 (+0)
  Skills Nature +2, Perception +4, Stealth +4, Survival +4
  Senses passive Perception 14
  Languages Common, Dwarvish
  Survivalist Senses. Rock has advantage on Wisdom
  (Perception) checks that rely on hearing or sight.
  Actions
  Hatchet. Melee Weapon Attack: +2 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 3 (1d6) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
  range 100/400 ft., one target. Hit: 7 (1d10 + 2)
  piercing damage.
  
  Sister Garaele is an elf who tends the shrine of Tymora in
  Phandalin. She has ties to the Harpers, although she does
  not discuss this with anyone.
  Personality. Nothing ventured, nothing gained!
  Ideal. When action is called for, act decisively. Fortune
  favors the bold.
  Bond. The balance must be maintained, whatever the risk.
  Flaw. I’d rather be lucky than good!
  11
  
  1st-level Medium humanoid (elf)
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 14 (+2) 15 (+2) 13 (+1)
  Skills Arcana +4, Insight +4, Religion +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Elvish
  Spellcasting. Sister Garaele is a 1st-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 12, +4 to
  hit with spell attacks). She has the following cleric
  spells prepared:
  Cantrips (at will): dancing lights, thaumaturgy 
  1st level (2 slots): cure wounds, disguise self
  Fey Ancestry. Sister Garaele has advantage on saving
  throws against being charmed, and magic can’t put her
  to sleep.
  Actions
  Longsword. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 5 (1d8) slashing damage, or 6
  (1d10) slashing damage if used with two hands.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 6 (1d6 + 2) piercing
  damage.
  
  Sister Garaele Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Roll the Dice. Sister Garaele can choose to re-roll one failed attack roll or saving throw; the second
  roll must be used. She cannot use this ability again until she finishes a long rest.
  Spellcasting. Sister Garaele learns the 1st-level spell bless.
  3rd
  18 (4d8)
  Spellcasting. Sister Garaele gains one 1st-level spell slot and learns two additional 1st-level spells:
  guiding bolt and sanctuary.
  Tymora’s Blessing. As a bonus action, Sister Garaele can invoke the favor of Tymora to grant
  herself or an ally advantage on one attack roll or saving throw. If she does so, she cannot use this
  ability again until she finishes a long rest.
  4th
  22 (5d8)
  Ability Score Improvement. Sister Garaele’s Wisdom score increases by 2. This raises the Wisdom
  modifier, passive Perception, spell save DC, and spell attack bonus by 1.
  Spellcasting. Sister Garaele learns the resistance cantrip.
  5th
  27 (6d8)
  Proficiency Bonus. Sister Garaele’s proficiency bonus increases by 1. This raises the skills bonuses
  and spell and weapon attack bonuses by 1.
  Spellcasting. Sister Garaele gains one 1st-level spell slot and two 2nd-level spell slots. She learns
  the 1st-level spell sanctuary and two 2nd-level spells: augury and enhance ability.
  Tymora’s Curse. As a bonus action, Sister Garaele can invoke Tymora to cause one enemy of her
  choice she can see to make an attack roll or saving throw with disadvantage. If she does so, she
  can’t use this feature again until she finishes a long rest.
  6th
  31 (7d8)
  Load the Dice. Sister Garaele can use an action to create an illusory duplicate of herself that lasts
  for 1 minute as long as she maintains concentration. If she does so, she can’t use this feature
  again until she finishes a long rest. The illusion appears in an unoccupied space that she can see
  within 30 feet of her and stays at that distance if she moves. For the duration, she can cast spells
  as if she were in the illusion’s space, but she must use her own senses.
  Additionally, when both she and her illusion are within 5 feet of a creature that can see the
  illusion, she has advantage on attack rolls against that creature and the target attacks her with
  disadvantage.
  Spellcasting. Sister Garaele gains a 2nd-level spell slot and learns the 1st-level bane spell.
  12
  
  White Wyrmlings Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Improved Senses. The
  wyrmling's blindsight range
  increases to 30 feet, its
  darkvision range increases to
  120 feet, and it can't be
  surprised.
  3rd
  26 (4d8 + 8)
  Dive Attack (1/Turn). If the
  wyrmling is flying and dives at
  least 30 feet straight toward a
  target and hits it with a melee
  weapon attack, the attack deals
  an extra 9 (2d8) damage.
  4th
  32 (5d8 + 10)
  Ability Score Improvement. The
  dragon's Strength score
  increases by 2. This raises the
  Strength modifier and attack
  and damage bonuses by 1.
  Toughen. The dragon's AC
  increases to 16, each of its
  speeds increases by 10 feet, its
  bite damage increases to 9
  (1d10 + 4), and its breath
  weapon damage increases to
  16 (3d10).
  5th
  39 (6d8 + 12)
  Multiattack. The dragon makes
  two attacks: one with its bite
  and one with its claws.
  Claws. Melee Weapon Attack:
  +5 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4)
  slashing damage.
  6th
  45 (7d8 + 14)
  Change Shape. The dragon
  magically polymorphs into a
  humanoid or beast that has a
  Challenge Rating of 2 or lower,
  or back into its true form. It
  reverts to its true form if it dies.
  In the new form, the dragon
  retains its alignment, hit points,
  Hit Dice, ability to speak,
  proficiencies, and Intelligence,
  Wisdom, and Charisma scores,
  as well as this action. Its
  statistics and capabilities are
  otherwise replaced by those of
  the new form, except any of its
  class features or legendary
  actions.
  13
  
  1st-level Medium dragon
  Armor Class 12 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., climb 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
  Saving Throws Str +5
  Skills Perception +4, Stealth +4
  Damage Immunities cold
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 14
  Languages Draconic
  Amphibious. The wyrmling can breathe air and water.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4)
  cold damage.
  Breath Weapon (Recharge 5-6). The wyrmling exhales an
  icy blast in a 15-foot cone. Each creature in the area
  must make a DC 12 Dexterity saving throw, taking 11
  (2d10) cold damage on a failed save, or half as much
  damage on a successful one.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventure Sidekicks/Adventure Sidekicks - Dragon of Icespire Peak.pdf