Small Aberration, Chaotic Evil
Armor Class 12 Natural
Hit Points 27 (6d6 + 12)
Speed 20 ft., Fly 60 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +6, CON +4
Skills Perception +3, Stealth +6
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Blighted Plague. A creature that starts its turn within 10 feet of the Blighted Pigeon must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. The target also has a 50% chance to gain a ridiculous feathered hat effect for 1 minute, causing them to have disadvantage on Charisma checks.

Aura of Corruption. Any creature within 10 feet of the Blighted Pigeon that is not tainted by the Blight must make a DC 13 Wisdom saving throw. On a failed save, the creature is covered in a sticky, glowing substance that makes it impossible to hide or sneak, giving it disadvantage on Dexterity (Stealth) checks for 1 minute.

Actions

 

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage. On a critical hit, the target must make a DC 13 Constitution saving throw or be covered in a flurry of feathers, giving it disadvantage on its next attack roll.

Corrupted Coos (Recharge 5-6). The Blighted Pigeon releases a bizarrely discordant coo that echoes with corrupted energy. Each creature within 20 feet of the pigeon must make a DC 13 Wisdom saving throw, taking 15 (3d8 + 2) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail their save also suffer from a temporary bout of uncontrollable giggles, causing them to be incapacitated until the end of their next turn.

Reactions

Defensive Flap. When a creature attacks the Blighted Pigeon, it can use its reaction to flap its wings and create a small whirlwind of feathers, giving it half cover against the attack. The attacker must make a DC 13 Dexterity saving throw or have their attack roll and damage roll reduced by 1d4.

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

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

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

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.

MEdicalx

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