Tiny Celestial, Unaligned
Armor Class 15 leather
Hit Points 2 (1d4)
Speed 10 ft., Fly 40 ft., Swim 30 ft.
STR
4 (-3)
DEX
17 (+3)
CON
10 (+0)
INT
12 (+1)
WIS
15 (+2)
CHA
13 (+1)
Skills Perception +3, Stealth +4
Senses Darkvision, Passive Perception 13
Languages Celestial, Common, Primordial
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.

Can breathe air and water.

 

Actions

Attack Restriction. A familiar can't attack, but it can take other actions as normal.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The water sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The water sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Hearty Snack. The water cherub is able to imbue certain foraged foods with healing properties (Goodberry). 

 

Lair and Lair Actions

 

 

Meronym

Comments

Posts Quoted:
Reply
Clear All Quotes