Tiny Fey, Chaotic Good
Armor Class 12 Natural
Hit Points 4 (2d4)
Speed 30 ft., Walk 30 ft.
STR
2 (-4)
DEX
15 (+2)
CON
8 (-1)
INT
9 (-1)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +4
Skills Athletics +12
Condition Immunities Charmed
Senses Darkvision 60 ft, Truesight 30 ft, Passive Perception 13
Languages Sylvan Though is awfully shy
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Partial Rejuvenation. When Bo, is killed he gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of Cashandra. Visual Damage may remain intact depending on a luck check.

Light Hop. If Bo is in bright and direct sunlight, it can teleport to a space it can see within 10 feet of it that is also in direct sunlight.

Fey Ancestry. Bo has advantage on saving throws against being charmed, and magic can’t put Bo to sleep.

 

 

Actions

Bite Attack Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage

Shapechanger. The Bo can use its action to polymorph into their beast form or back into its true form. Other than its size, its statistics mostly remains the same, except its bite, It reverts to its true form if it dies.

Beast Form Bite Attack (BEAST ONLY) Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 piercing damage

Bonus Actions

Skitter. Bo can take the Disengage action and immediately jumps 5ft in any direction

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

Bo the Great Fey Squirrel is a proud and noble familiar to the Autumn Eladrin Court. His countless bravery and heroic feats earned him the role of junior protector first class (yes he has a little badge), and accompanies Cashandra on her journey into the mortal realm.

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.

Habitat: Forest

Cptredpandora

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