Tiny Fey (Shapechanger), Neutral
Armor Class 15
Hit Points 3 (2d4 - 2)
Speed 15 ft., Fly 30 ft. (hover)
STR
2 (-4)
DEX
20 (+5)
CON
9 (-1)
INT
10 (+0)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws DEX +7
Skills Perception +6, Stealth +7
Damage Resistances Psychic, Radiant
Condition Immunities Charmed, Prone
Senses Darkvision 60 ft., Passive Perception 16
Languages Understands the languages of its bonded humanoid and Sylvan but can't speak them
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

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

Bonded Familiar. The aofie is telepathically bonded to a humanoid. The aofie can telepathically communicate with the humanoid while they are on the same plane of existence and if the humanoid wishes, it can answer in the same manner. The aofie can also use its action to percieve through the eyes and ears of its bonded humanoid as long as it is on the same plane of existence. This leaves it blinded and deafened to its own surroundings until it regains its senses as a bonus action.
   While within 30 feet of its bonded humanoid or within its lair it also gains the following benefits:

  • It gets a +2 bonus to its AC and saving throws it makes.
  • Its slam attacks deal an additional 4 (1d8) radiant damage to creatures hostile towards it or its bonded humanoid
  • It gains 6 temporary hit points at the start of its turn that last until it ends its turn outside of 30 feet of its bonded humanoid or outsie of its lair.
  • It gains the ability to cast more spells with its Innate Spellcasting trait.

Innate Spellcasting. The aofie's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: druidcraft, prestidigitation, *Tasha's hideous laughter
1/day each: *alter self, color spray, silent image

*can only be cast while within 30 feet of its bonded humanoid or within its lair.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 1 bludgeoning, piercing or slashing damage appropriate to the form of the aofie.

Transform (1/short rest). The aofie causes itself, and anything it is wearing or carrying to transform into a beast or a humanoid that is small or smaller that its bonded humanoid has seen and whose challenge rating is no higher than 1/2. Its statistics stay the same in this new form, aside from its armor class, hit points, and speed, as well as its Strength, Dexterity, and Constitution scores. It gains any traits, resistances or proficiencies its new form has and it can remain in the form for up to 1 hour, until it reverts back as a bonus action or until it is reduced to 0 hit points. If it is ever reduced to 0 hit points while transformed, it reverts back to its original form immediately and any remaining damage is dealt to it.

Description

An aofie is a benevolent fae spirit that materializes in places with close connections to the Feywild where a kindhearted humanoid has experienced severe trauma, like the loss of a loved one, or physical or emotional abuse.
   Shapeshifting Tricksters. Aofies love to play pranks and shift their appearance to cheer people on. They can use magic, drawing from the personality and emotions of their bonded humanoid. In this way, no two aofies are the same. Their true form also  takes on an appearance that depends on what personality their bonded humanoid.
   Motherly Instincts. Their love for their bonded humanoid is comparable to the love that a mother feels for their children. This means they will try to protect and guide their humanoid like a mother would their child. If their humanoid is angry, the aofie will try to calm them, if it is sad they will try to make them feel better, and if they are hungry they will try to get food.
   Benevolent Thieves. When an aofie is forced to take something from someone to make their bonded humanoid feel better, they will always try to seek out something to take that will have the least negative impact on another creature or even the most positive impact on another creature.
   No Need for Food or Water. The aofie does not need to drink or eat, but it will get hungry if its bonded humanoid is hungry.

Innate spellcasting variants:
The spellcasting of the aofie depends largely on the personality and emotions of its bonded humanoid. The spells marked with an asterisk * in its stat block can be exchanged, but may only be done so with much consideration to keep it balanced.
   When you choose to change the spells of an aofie, remember that they generally favor those that can be used to prank, mislead, inconvenience and protect rather than those that harm others. To keep the challenge rating the same, try to choose spells of equivalent levels to those you are replacing.
   Here are a few examples of different innate spellcasting traits based on general personality traits:

Selfless. An aofie that bonds to a humanoid that puts others' needs in front of its own has its alignment changed to Chaotic Good, as it wants to help others no mater who they are. It might also be able to innately cast the following spells, requiring no material components to do so:

At will: *detect poison and disease, mending, thaumaturgy
1/day each: *lesser restoration, healing word, bless

Confident. An aofie that bonds to a humanoid with a strong sense of morality and and a need to protect others has its alignment changed to Lawful Good, as it dutifully serves to help those in need. It might also be able to innately cast the following spells, requiring no material components to do so:

At will: druidcraft, *shield of faith, thaumaturgy
1/day each: heroism, protection from evil and good, *warding bond

Serious. An aofie that bonds to a humanoid with a serious and logical outlook on life and its many mysteries has its alignment changed to Lawful Neutral, as it takes a moment to carefully consider each action it takes to help others. It might also be able to innately cast the following spells, requiring no material components to do so:

At will: minor illusion, vicious mockery, *mage armor
1/day each: detect evil and good, detect magic, *locate object

Rascal. An aofie that bonds to a humanoid that loves to play pranks, and always wants the attentions of others has its alignment changed to Chaotic Neutral, being unconscerned for who it helps as long as they are thankful for its help.  It might also be able to innately cast the following spells, requiring no material components to do so:

At will: minor illusion, prestidigitation, *Tasha's hideous laughter
1/day each: color spray, silent image, *unseen servant

Self-caring. An aofie that bonds to a humanoid that loves themselves deeply, and have a strong sense of self, has its alignment changed to Neutral Good.  It might also be able to innately cast the following spells:

At will: *comprehend languages, druidcraft, mending
1/day each: expeditious retreat, *mirror image, sleep

Lair and Lair Actions

The aofie's lair can be any place where its bonded humanoid has a place to sleep comfortably, and that it has taken a short or long rest in. The scope of its lair is only the room in which the humanoid has rested or alternatively the area within 30 feet of the bed or the center of a camp if it is outdoors. If the lair is a room, it can be no larger than a 60 feet in any direction.

Lair actions
On initiative count 20 (losing all initiative ties), the aofie takes a lair action to cause one of the following effects; the aofie can't use the same effect two rounds in a row:

  • Nonmagical light being emitted from any point within the aofie's lair shifts in color, the aofie chooses what color each source of light is. This change lasts until a minute has passed, or until the aofie takes another lair actions.
  • Colorful patterns spread across surfaces made of wood, dirt and stone in its lair. The color and shape of these patterns is chosen by the aofie, and it can shoose to not cover an area within its lair if it wishes. The patterns stay until a minute has passed, or until the aofie takes another lair action.
  • A small nonmagical object such as a fork, a candle, or a button that isn't being worn or carried grows a pair of legs and moves up to 20 feet to a point within the lair. It then reverts back to normal. This object can't be made to harm anyone.
  • A creature the aofie can see within its lair must succeed on a DC 12 Charisma saving throw, or be unable to find the next item they look to find in their pockets until a minute has passed, or until the aofie uses another lair action.

Regional effects
The area within the aofie's lair, becomes more like it is at home in the Feywild. It might include any of the following magical effects:

  • Creatures without an evil alignment that take a short rest and expend hit dice to regain hit points, regain 2 additional hit points.
  • At night, the area is illuinated by light reminiscent of a sunset. Fireflies created by magic can be seen floating around in the area.
  • Whenever a good-aligned creature or the aofie is about to be dealt damage, reduce that damage by 2 after applying any damage adjustments.

If the aofie dies, these effects end immediately.

Habitat: CoastalForestGrasslandHillUrban

SlowbroDM

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