Tiny Fey, Lawful Good
Armor Class 13 (natural armor)
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)
STR
13 (+1)
DEX
10 (+0)
CON
15 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +3, CON +4
Skills Perception +2, Stealth +2
Damage Resistances Cold
Condition Immunities Prone
Senses Passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Keen Hearing and Smell. The beavholder has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Polite. As a bonus action, the beavholder can move up to half its speed away from a hostile creature that it can see, apologizing as it does so. This movement does not provoke opportunity attacks.

Busy. The beavholder can construct simple lodges of mud and timber, provided the materials are available. Building a beavholder lodge takes 1d4 hours per 10 ft. radius enclosure, which may be interconnected to form a larger lodge network. Creatures inside the lodge enjoy the benefit of full cover and immunity to cold damage. This ability may also be used to construct a dam equivalent to four connected 5-foot- by-5-foot panels that are 6 inches thick.

Familiar. The beavholder can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the beavholder senses as long as they are within 1 mile of each other. If its master causes it physical harm, the beavholder will end its service as a familiar, breaking the telepathic bond.

Actions

Multiattack. The beavholder makes two attacks: two with its bite or two with its tail.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Timbit® Rays. The beavholder shoots two of the following magical Timbit® rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1. Maple Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the beavholder’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2. Chocolate Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the beavholder’s next turn.

3. Strawber-Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be stunned until the start of the beavholder’s next turn.

4. Hoser, ‘eh. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the beavholder.

If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the beavholder moves it up to 30 feet in any direction. The beavholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Description

A beavholder is a tiny fey creature reminiscent of a beholder. It resembles a cross between a beholder and an ordinary beaver, but its body is only 8 inches wide, and it has orbiting Timbits® instead of eyestalks. It busies itself creating dams and lodges of mud and timber, rarely tiring due to its ever-present cup of Tim Hortons® coffee.

A beavholder can’t speak any languages but can approximate mimicking certain words and phrases like 'Sorry, eh?' and 'Hoser!'

Loyal Pet. Beavholders are loyal pets, but are particularly eager to serve someone who is wearing plaid-patterned fabric. A beavholder can serve as a familiar if politely asked.

Monster Tags: Beholderfey

Environment: CoastalForestSwamp

Halfwing

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