Tiny Celestial, Chaotic Good
Armor Class 13 Natural
Hit Points 10 (3d4 + 3)
Speed 20 ft., Fly 60 ft.
STR
6 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Petrified, Poisoned
Senses Passive Perception 12
Languages Celestial, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Planar Circle. The coure is always under the effect of Protection from Evil and Good.

Shapechanger. The coure can use its action to assume the form of an incorporeal ball of light. While in this form, the coure is immune to damage from all nonmagical sources, it can phase through solid objects and create a light source of up to 30ft. it cannot attack or use invisibility in this form.

Familiar bond. If the coure is killed, its body dissipates into motes of light returning to its master. After 48 hours the coure is reborn with all of its memories before it died. if they are killed without a familiar contract the coure is killed outright.

Actions

Sleeping Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d4+4) slashing damage. The target must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or another creature uses an action to wake it.

Tiny Bow. Ranged Weapon Attack: +6 to hit, reach 30 ft., one creature. Hit: #7(1d4+ 4) piercing damage. 

Invisibility. The coure magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the coure is wearing or carrying at that time becomes invisible with it.

Description

The smallest of the eladrins the sprite like coures embody care free wandering, celebrating life as a joyous dance. They often serve more powerful beings as messengers and scouts, provided those they serve can tolerate their erratic humor and near endless pranks.
Joy of Life. Coures exist to laugh. They prefer a star filled night in the open to any other time or place, preferring to reveal their pranks and dance only in their own faerie light.
Garish Appearance. A coure can assume the shape of an incorporeal ball of light at will, though in normal form they strand about 2 feet tall, appearing in a variety of impossible colors and are fond of wearing bright apparel of questionable taste.

Varient: Coure Familiar
Coure's occasionally find themselves drawn to spellcasters seeking to overcome injustice or oppression, or when battling fiends. A coure seeks to do good in the world, but they are also notorious pranksters, viewing life as something to be enjoyed and celebrated. While they assist their masters in helping fight evil, they may also goad them into participating in their pranks, even in battle. Such coures have the following trait.

Familiar. The coure can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the coure senses as long as they are within 1 mile of each other. While the coure is within 10 feet of its master, the master shares the coures planar circle trait. If a coure feels its master is too stifling of its joyous lifestyle, it can end its service as a familiar. ending the telepathic bond and benfits.

Thirsty_Wizard

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