Tiny Fey, Any Chaotic Alignment
Armor Class 1
Hit Points 3 (1d4)
Speed 5 ft., in an encounter they do not move, as they have to maintain concentration.
STR
1 (-5)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws CHA +3
Skills Perception +10, Stealth +20
Damage Vulnerabilities Fire, Thunder
Damage Resistances Cold, Poison
Damage Immunities Psychic
Condition Immunities Frightened
Senses Unknown psionic sense, Passive Perception 20
Languages All psionic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. 

Razgruppa

Spellcasting. 

Each thiey're in an encounter has one of each of these spell prepared. And can cast it once without the need for any COMPONENTS, they only cast the spell at the minimum level of the spell, however for every thiey're casting the spell at the same time once the minimum spell level has been reached, you can add one level per additional thiey're casting the spell.

Their spellcasting ability is Charisma based (spell save DC (1/2)#of thiery're in encounter, +((1/2)#of thiery're in encounter) to hit with spell attacks). The thiey're have following spells prepared:

  • Cantrips (at will): Poison Spray, Minor Illusion, Gust, Chill Touch, Vicious Mockery
  • 2nd level Detect Thoughts
  • 2nd level Blindness/Deafness 
  • 3rd level Bestow Curse
  • 3rd level Tongues
  • 4th level Confusion
  • 4th level Phantasmal Killer
  • 5th level Dream
  • 8th level Antimagic Field
  • 8th level Feeblemind
  • 8th level Mind Blank
  • 9th level Weird
Actions

Action Name. Hide in objects. Thiey're have no physical abilities, and hide inside walls and other intimate objects, as such they are only discernible with a perception check (DC equal to the number of thiey're  or a natural twenty), fairy fire will highlight them, but not the objects they are hiding in. 

During an encounter they cannot move. 

Reactions

Reaction Name.

upon death they cause psychic  damage to the creature that killed them, causing 1 point of psychic damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

these creatures are a type of fey, that are very tiny. They have weak full figured humanoid bodies, with skin that comes in Red, Green, or Blue. Their hair is usually an opposite color to their skin tone.

red = light blue hair, blue = yellow, green = pink

Their hair is usually very messy and stands up away from their bodies. However some of the blue ones  will wear white hats to cover them. If they wear clothing it is usually just pants or a dress for apparently Female ones, however their are some which mimic human dress patterns. 

Thiey're live either in mushroom forests, or urban environments, they have a fondness for abandoned multi tenant dwellings, with a large amount of broken furniture lying around, they make their homes out of these items, and eat fungus and mushrooms. They avoid any other intelligence, and will only attack if you enter their communities. 

Lair and Lair Actions

 

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestUnderdarkUrban

gothicshark