Small Fey, Neutral
Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 4)
Speed 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Skills Perception +2, Stealth +4
Damage Resistances Damage from Spells
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 12
Languages Telepathy
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Amphibious. The Unitcute can breathe air and water.

Telepathic Imagery. The Unicute can communicate telepathically with humanoids by projecting imagery into the mind of the target.

Plant Camouflage. The Unicute has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The Unicute regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the Unicute's next turn. The Unicute dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Innate Spellcasting. The Unicute's innate spellcasting ability is Wisdom (spell save DC 14). The Unicute can innately cast the following spells, requiring no material components:

At will: druidcraft

1/day each: entangle, goodberry, dancing lights, detect thoughts, sleep, cure wounds

3/day each: shillelagh, pass without trace, healing word

Magic Resistance. The Unicute Juvenile has advantage on saving throws against spells and other magical effects.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Description

Unicute's are Fey spirits that protect and maintain the swamplands. They are shy creatures that use their innate magic to heal and never to harm. They are natures caretakers.

Monster Tags: fey

Habitat: ForestSwamp

DMNS

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