Tiny Fey (Any), Typically Chaotic Neutral
AC 10    Initiative +4 (14)
HP 3 (1d4)
Speed 30 ft., walk 30 ft.
Mod Save
STR 8 -1 -1
DEX 18 +4 +6
CON 8 -1 -1
Mod Save
INT 8 -1 -1
WIS 8 -1 -1
CHA 10 +0 +0
Resistances All
Senses Passive Perception 18
Languages Telepathy
CR 1/8 (XP 25; PB +2)
Traits

The Undying fly will not stay dead, if knocked unconscious or killed will resurrect after 1 hour. If eaten the creature will be compelled to spit out the fly and take 1 point poison damage.

Actions

Bite:

Action Melee Attack. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d4) piercing damage and 1 poison damage

Bonus Actions

Always Buzzing: As a Bonus action you can send the Undying Fly to 1 creature within 30ft and on a failed 16 Constitution save, the creature will be distracted and unable to take any action or bonus action against any other target than the Fly for 1 round. On a save they will not be distracted.

Reactions

Distraction: As a reaction, the fly can target a creatures eye and cause the creature to shut their eyes. The creature must make a Dexterity 15 saving throw, on a fail they must re-roll their attack with disadvantage. On a save nothing happens.

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.

Description

Unknown where it came from, once the Undying Fly has 'chosen' its companion, it will never leave. 

The Undying Fly can communicate with its Companion telepathically and follow basic requests. They are not very intelligent

If the Undying Fly is flying the Companion will have disadvantage to stealth rolls because of its constant buzzing.

 

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.

Monster Tags: fey

Er3miel

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