Tiny Celestial (Shapechanger), Chaotic Good
Armor Class 14 (leather armor)
Hit Points 13 (3d4 + 1)
Speed 20 ft., Fly 40 ft.
STR
6 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +4, CHA +5
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 Basic understanding
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Planar Circle. The Coure is always under the effects of Protection from Evil and Good spell. While it within 10 feet of its master, it shares its Planar Circle with them, protecting them, protecting against aberrations, celestials, elementals, fey, fiends and undead.

Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened or possessed by them. If the target is already charmed, frightened or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Shapechanger. The Coure can use it's action to assume the form of an incorporeal ball of light. While in this form, the coure is immune to damage from all non-magical sources. It can phase through solid objects and create a light source of up to 30ft, and cast dim light in a further 30 foot radius around that. It can not attack or use Invisibility in this form.

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 10ft of its master, the master shares the coure's Planar Circle trait. If a coure feels it's master is too stifling of it's joyous lifestyle, it can end its service as a familiar, ending the telepathic bond.

Actions

Sleeping Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage. Target must succeed on a DC10 CON saving throw or fall unconscious for 1 minute or until it takes damage or another creature uses an action to wake it. This ability can be used an amount of times equal to the Coure's WIS modifier (2). These uses are replenished at the next sunrise.

Tiny Bow. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit:  (1d4+4) piercing damage

Invisibility. The 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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2019 12:31:27 PM
387
5
1
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Habitat: ForestGrassland

Cerucero

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