Tiny unknown, Neutral Evil
Armor Class 14 natural armor
Hit Points 19 (4d4 + 19)
Speed 60 ft., Swim 30 ft.
STR
6 (-2)
DEX
18 (+4)
CON
15 (+2)
INT
17 (+3)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws DEX +6
Damage Vulnerabilities Fire
Damage Resistances Thunder
Damage Immunities Psychic
Condition Immunities Deafened
Senses Darkvision 90 ft, Passive Perception 15
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Rotor blades. A creature that touches the Chopper is met with its razor sharp rotors, dealing 5 (1d4 + 1) points of slashing damage.

Innate spellcasting. The monster's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast a number of spells, requiring no material components.

At will: Magic Missile (1st level only), Misty Step

1/day: Blindness/Deafness

2/day: Blur

Actions

Multiattack. The Chopper casts Magic Missile twice.

Rotor attack. Melee weapon attack. +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage.

Reactions

Misty Step. The Chopper casts Misty Step as a reaction to flee the scene.

Description

Unknown origins. The Chopper looks similarly to a black and white fish, but with two small rotors that give it the ability to fly. The creature can survive on land and under water. When dissecting a Chopper, one will learn that it has a hard outer exoskeleton, but no apparent internal organs. It is almost completely hollow from the inside, with occasionally certain small items inside such as a few coins. How these items get inside of the creature is a complete mystery.

Deadly snipers. Choppers will do their best to stay out of melee range with creatures, hovering at least 10 ft. from the ground and misty stepping to semi-random places. Only when this strategy does not work, will they try their other magical abilities to confuse their foes. Choppers do not try to hunt any prey, rather they only fire in order to defend themselves from anything unfamiliar.

Th3Unkn0wn

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