Innate Spellcasting. The weasel’s spellcasting ability is Charisma (spell save DC 18, +10 to hit). They can cast the following spells, requiring no material components:
At will: chill touch, command, cure wounds (3rd-level), darkness
3/day each: blight, gentle repose, mass healing word (3rd level)
1/day each: cloudkill, heal, heroes’ feast
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Light Sensitivity. While in bright light, the weasel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Telepathic Bond. While the weasel is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.
Unassuming. The weasel has advantage on Dexterity (Stealth) checks.
Multiattack. The weasel uses either Hallucinogenic Spores or Spore Cloud, and then attacks twice with bite; or attacks three times with bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (6d4 + 9) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution save or be poisoned, suffering 11 (3d6) poison. On a failed save, the target becomes poisoned for 1d4 hours.
Hallucinogenic Spores (Recharge 5-6). The spores shaken from the weasel’s fur cause creatures within 10 feet of them to hallucinate. Each creature must succeed a DC 18 Wisdom saving throw. On a failure, the weasel chooses whether the target creature uses a reaction to make a melee attack against another creature of the weasel’s choosing, or whether the target creature falls prone.
Spore Cloud (Recharge 4-6). With a shake of its fur, spores infect the air. Each creature within 10 feet of the weasel must succeed on a DC 18 Constitution saving throw or become poisoned, suffering 21 (6d6) poison damage on a failed save, or half as much on a successful one. On a failed save, the target becomes poisoned for 1d4 hours.
Invigorating Spores (1/day). While the weasel’s bonded is within 30 feet of them, the weasel can use a bonus action to give their bonded advantage on saving throws for 1 minute.
Shadow Teleport (Recharge 5–6). The weasel teleports to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
Description
You blinked, and suddenly wings like leaves sprouted from the weasel's mossy fur. Their chittering turns to excited words, the first words they've spoken to you aloud. They're elated! It takes a bit of getting used to, but they'll get the hang of those pesky wings! Your care of the weasel has made it possible for them to reach heights they wouldn't normally. Their growth spirt has slowed, but they can feel there's still more for them to learn. They'll stay by your side until your death; how long they'll live after, however, is a mystery.
Comments