Small Beast, Any Good Alignment
Armor Class 6 Natural Armor
Hit Points 30 (2d4 + 5)
Speed 20 ft., This is the way they make their homes in cliffs. , Fly 35 ft. Probably it's most common means of transportation., Walk 10 ft. It's least favorite thing.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +3, DEX +4
Skills Acrobatics +3, Athletics +5, Nature +4, Survival +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Damage from Spells
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Passive Perception 12
Languages Cleptan
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Special Trait Stealer. The creature can steal objects if it hasn't been seen or it's in the sky

 

Actions

Action Name. Kick

Action Melee Attack. Melee Weapon Attack: +0 to hit, reach 2 ft., 1 target. Hit: 1 (2d4 + 1) [bludgeoning] damage.

Bonus Actions

As a bonus action/main action, the Clepta can steal a item that is currently in a player's hand. and if the a PC is less than 3 feet tall than the creature, and the person have to do a strength saving throw battle, if the CREATURE gets a higher number than the PC will be lifted into the air; if the PC WINS the battle than the Clepta will be thrown onto the ground and will lose it's turn for 1 round.

While if the PC is trying to keep the weapon in it's hand then it will do the same as before but with a different outcome, if the PC WINS the battle the thing will just fly off, if the CREATURE wins than it will get the item it wanted. Seems fair right? Good.

Reactions

Reaction. If the Clepta has an ally within 10ft of it, they will double each other's damage if the partner dies than the effect will last another round.

Description

A small, agile beast with the appearance of a aarakocra, with the wings of a bat, it's feet are incredibly armored too. (see the picture for a actual look)

Lair and Lair Actions

Really tall cliffs are it's lairs, creating maze like homes for it.

Lair Actions

On initiative count 10 (losing initiative ties), the [Clepta] takes a lair action to cause one of the following effects; the [Clepta] can’t use the same effect two rounds in a row:

  • The Lair echos causing fear to the players unless the players succeed a 14 wisdom save.

Habitat: ArcticHillMountain

Djwolf609

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