Tiny Celestial, Lawful Good
Armor Class 11 Natural armor
Hit Points 7 (1d6 + 4)
Speed 20 ft., climb 20 ft.
STR
4 (-3)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws WIS +5, CHA +6
Skills Acrobatics +5
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages It only communicates with animal body language and whistling sounds that convey joy, fear, satisfaction, hunger, ... approval or dissapproval.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The unisquirrle’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, pass without trace

1/day each: calm emotions, dispel evil and good

Magic Resistance. The unisquirrle has advantage on saving throws against spells and other magical effects.

Keen Senses. The Unisquirrle has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Warning. If the squirrle senses danger (to its perspective) it emits a whistling sound from its horn, to warn others in its surrounding.

Charming presence. A person befriended by the unisquirrle gets a +2 bonus to Charisma (Performance) checks and a +2 bonus to Charisma (Persuasion) checks.

Actions

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Healing Touch (3/Day). The unisquirrle touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unisquirrle magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unisquirrle is familiar with, up to 1 mile away.

Legendary Actions

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.

Fey step. The uniscuirrle can transport to a position it can see within 30 ft.

Shimmering Shield (Costs 2 Actions). The uniscuirrle creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +1 bonus to AC until the end of the uniscuirrle’s next turn.

Heal Self (Costs 3 Actions). The uniscuirrle magically regains 11 (2d8 + 2) hit points.

Description

The uniscuirrle is a creature similar to a regular squirrle, but is in fact a magical creature with a little unicorn like horn on its forehaed. It lives in forrests and is a friendly but shy creature, which is drawn to friendly magic users ore magic itself. Preferrible female beeings are often target to its affections. If a person ist friendly to the unisquirrel it stays in its company and this person benefits from its charming presence.

Habitat: Forest

Olympicen

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