Small Fey, Neutral Good
Armor Class 13 Natural
Hit Points 60 (6d8 + 9)
Speed 50 ft., Burrow 45 ft., Climb 30 ft.
STR
8 (-1)
DEX
20 (+5)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Stealth +7
Condition Immunities Charmed, Unconscious
Senses Darkvision 20 feet, Passive Perception 11
Languages Common understands but does not speak, Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The Fennekin has advantage on an attack roll against a creature if at least one of the Fennekin's allies is within 5 feet (1,5 m)˜ of the creature and the ally isn't incapacitated.

Illumination. The Blupee sheds bright light in a 5 feet and dim light for an additional  10 feet.

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

Standing Leap. The Blupee’s jump is up to 20 feet and its high jump i sup to 16 feet, with or without a running start.

fanciful. The Burpee can walk on the surface of the water as if it were solid ground.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage. 

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 1) piercing damage.

Bonus Actions

 

 
Reactions

 

 
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.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Typical of the feywild region and can be found in some places on the material plane, this small creature that looks like a mix of a rabbit with an owl face, salamander horns and bright blue coloration are generally docile and live in groups, slightly shy and flee from other creatures often attack only if threatened or if someone enters your colony region.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

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: Forest

MMPB027

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