Medium Fey, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 110 (13d8)
Speed 40 ft.
STR
14 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +17, WIS +13, CHA +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed
Senses Darkvision 60ft, Passive Perception 1
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Prankster’s Step. As a bonus action, the trickster can teleport up to 30 feet to an unoccupied space it can see that is within 5 feet of a tree or large plant.

Illusory Doppelganger (Recharge 5–6). The trickster creates two illusory duplicates of itself. These duplicates move with it and mimic its actions, shifting position so it’s impossible to track which image is real. Attacks against the trickster have a 2-in-3 chance to hit a duplicate instead. A duplicate’s AC is 15, and it is destroyed on a hit.

Actions

Multiattack. The trickster makes three attacks with its Fey Blade.

Fey Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 7 (2d6) psychic damage.

Blinding Laughter (Recharge 4–6). The trickster releases a fit of magical laughter in a 15-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or be blinded until the end of its next turn.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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.

Holister1

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