Special Trait Stealer. The creature can steal objects if it hasn't been seen or it's in the sky
Action Name. Kick
Action Melee Attack. Melee Weapon Attack: +0 to hit, reach 2 ft., 1 target. Hit: 1 (2d4 + 1) [bludgeoning] damage.
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.
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.
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