Tiny Undead, Lawful Neutral
Armor Class 14 Natural
Hit Points 8 (8d4)
Speed 40 ft., fly 30 ft., climb 30 ft.
STR
4 (-3)
DEX
16 (+3)
CON
11 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5
Skills Perception +5, Stealth +5
Damage Resistances Bludgeoning, Necrotic, Piercing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Unknown Perception +5 Stealth +4, Passive Perception 15
Languages Common Can understand but not speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Detect Invisibility. Within 60 feet of the vampire
tressym, magical invisibility fails to conceal
anything from the vampire Tressym's sight.


Keen Smell: The vampire tressym has advantage
on Wisdom (Perception) checks that rely on smell.


Poison Sense :A vampire tressym can detect
whether a substance is poisonous by taste, touch,
or smell.


Regeneration. The vampire tressym regains 2 hit
points at the start of its turn if it has at least 1 hit
point and isn't in sunlight or running water. If the
vampire tressym takes radiant damage or damage
from holy water, this trait doesn't function at the
start of the vampire's next turn.


Sunlight Sensitivity: While in sunlight, the
vampire tressym has disadvantage on attack rolls,
as well as on Wisdom (Perception) checks that
rely on sight.

Actions

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

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and 2 (1d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire tressym regains hit points equal to that amount. The reduction lasts until the target finishes a long res.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

In Dungeons and Dragons, a Tressym is a magical creature with feline features, resembling a winged cat. Here's how a Tressym might be portrayed as a character:

Personality Traits:


Curious: Tressyms have a natural curiosity about the world around them, often investigating new sights and sounds with keen interest.


Playful: They exhibit playful behavior, enjoying games and interaction, especially with those they trust.


Independent Thinker: Despite their intelligence, Tressyms are independent thinkers, making decisions based on their instincts and preferences.

Background:


Magical Affinity:Tressyms have an inherent connection to magic, and some may have backgrounds tied to magical realms or arcane practitioners.
- **Companion of Wizards:** Some Tressyms may have served as companions to wizards or spellcasters, sharing a unique bond with those attuned to magical forces.

Alignment: Lawful neutral. A character with a lawful neutral alignment in Dungeons and Dragons follows a strict code or set of laws, prioritising order and structure without being swayed by personal feelings or moral considerations.



Motivations:

Exploration:Tressyms are driven by a desire to explore and understand the magical world, often seeking out new experiences and places.
- **Protective Instincts:** They can develop strong protective instincts, especially towards those they consider friends or allies.

Role in a Party:

Scout: With their ability to fly and hover, Tressyms make excellent scouts, providing reconnaissance for the party.

Challenges:


Independent Nature:Tressyms may resist strict commands or attempts to control them, preferring to act based on their own judgment.

Vulnerability: Despite their magical abilities, Tressyms are not formidable combatants and may need protection in dangerous situations.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

bobthesob