Daydreamer. The Vulpecula has an irresistible urge to sleep. At the start of each of its turns, the Vulpecula must succeed on a DC 20 Constitution saving throw or fall Unconscious. It can't regain consciousness except by magical means.
Sleepcasting. While Unconscious, the Vulpecula casts mirage arcane every 1d6 hours or whenever it takes damage, requiring no components or casting time and without relying on sight. The Vulpecula's spellcasting ability is Wisdom. The illusion reflects the tone of the Vulpecula's dream. For example, the environment might become hostile if the Vulpecula has bad dreams. Also, depending on the dream, a Figment is created, be it either Fire, Frost, Ruin, or Revelation.
Searing Bite: Melee weapon attack, +5 to hit, reach 5ft, one target. Hit 5(1d4+3) piercing damage plus 2(1d4) radiant damage.
Description
Every so often, odd stories of weirdly changing landscapes pop up in taverns or shady pubs: mushroom forests changing to crystal structures and back again to blossoming woodlands in a split second or rivers turning into bubbling lava streams, from one moment to another. The reason for this phenomenon might be in fact a strange creature originating from Rhymorra. The Vulpecula - a passionate sleepyhead - sometimes slips into the Material Plane while dreaming, just to spread its strong magic across the environment it accidentally lands in.
Vivid Dreams. While unconscious, the Vulpecula is vividly dreaming and reacts to stimuli by shaping its dreams. For example, the Vulpecula's dreams might become nightmarish if it experiences pain or more pleasant if it feels comfortable.
Sleepy Nature. The Vulpecula doesn't require food or drink.
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