Tiny Celestial, Neutral Good
Armor Class 15 (Natural Armor)
Hit Points 28 (8d4 + 8)
Speed 30 ft., burrow 10 ft.
STR
7 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws DEX +6, INT +2
Skills Sleight of Hand +6, Stealth +6
Damage Resistances Acid, Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision 120 ft., Passive Perception 12
Languages All
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The musteval's spellcasting ability is Charisma (spell save DC 11). The musteval can innately cast the following spells, requiring no material components:

At will: detect evil and good, disguise self, speak with animals

1/day each: invisibility

Keen Smell. The musteval has advantage on Wisdom (Perception) checks that rely on smell.

Lightfooted. The musteval can take the Dash or Disengage action as a bonus action on each of its turns.

Pack Tactics. The musteval has advantage on an attack roll against a creature if at least one of the musteval's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The musteval makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Healing Touch (3/day). The musteval touches another creature. The target magically regains 10 (2d8 + 1) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Description

Although the least powerful of the guardinals, mustevals nevertheless are unstinting foes against evil. They serve greater celestials as spies, and they often aid humanoid heroes by delivering information about powerful evil creatures. They are the only guardinal variety not represented among the Five Companions of Talisid, the Celestial Lion, and harbor some resentment over that fact, which they regard as a simple oversight bound to be corrected very soon.

Mustevals are agile and seldom remain still for long. Clever use of their change self ability usually keeps their animalistic features concealed when dealing with other creatures.

Gnomarchy

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