Small Beast, Neutral Evil
AC 13 Natural Armor    Initiative +2 (12)
HP 7 (2d6)
Speed 30 ft., 30 ft. This is a significant ability. Having a climb speed means it doesn't have to spend extra movement to climb and doesn't need to make ability checks to climb in non-difficult circumstances. This reinforces its nature as an urban scavenger, able to effortlessly scale walls, fences, and buildings to get to its nest or escape danger. , Walk 30 ft. This is a standard and respectable land speed for a Small creature, allowing it to keep pace with most player characters., Walk 30 ft. This is a standard and respectable land speed for a Small creature, allowing it to keep pace with most player characters.
Mod Save
STR 8 −1 −1
DEX 15 +2 +8
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 12 +1 +6
CHA 14 +2 +2
Skills Perception +3, Stealth +8
Senses Darkvision The scavenger has darkvision to 60 ft. and a passive Perception of 14, reflecting its keen senses.; Passive Perception 14
Languages None
CR 1/2 (XP 100, or 450 in lair; PB +2)
Traits

Trait Name: Fey Senses Description: The chromatic scavenger has advantage on Wisdom (Perception) checks that rely on smell and hearing. When in dim light or darkness, it can take the Hide action as a bonus action.

Trait Name: Shared Senses Description: As an action, a creature that is bonded to the chromatic scavenger can touch it and cast their senses into it. For the next hour, as long as they are on the same plane of existence, that creature can use their own senses (hearing, sight, and smell) through the scavenger instead of their own. This connection ends early if either creature is reduced to 0 hit points, or if the bonded creature dismisses it as a bonus action.

Trait Name: Empathic Bond Description: The chromatic scavenger shares an empathic bond with its bonded creature. They can communicate basic emotions, warnings, and simple concepts (danger, food, come, stay, target, steal) telepathically within a range of 1 mile.

Trait Name: Nimble Paws Description: The chromatic scavenger can use its dexterous paws to perform simple tasks. It can attempt to steal a small, unattended object from a creature without being noticed, or gather small items like rare herbs or potion ingredients from the environment. This is treated as a Dexterity (Sleight of Hand) check with a +4 bonus.

Actions

 

Bite. The scavenger makes a single attack with its sharp teeth.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Create Distraction. The scavenger expels a cloud of its magical Blinding Dust. 

Ranged Weapon Attack: +4 to hit, range 5/5 ft., one 5-foot-radius area. Hit: Each creature in the area must make a DC 12 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Bonus Actions

Revert Form. If the Chromatic Scavenger is currently using its Feigned Death reaction, it can use its bonus action to end the effect and return to its normal, active state.


Why This Bonus Action is Necessary

The Feigned Death reaction allows the scavenger to play dead when it hits 0 hit points. Without a way to end this effect, the creature would be stuck "playing dead" indefinitely unless someone took the time to make a difficult DC 15 Wisdom (Medicine) check to realize it's still alive.

 

Reactions

Feigned Death. When the scavenger is reduced to 0 hit points but not killed outright, it can use its reaction to fall unconscious and appear dead. Any creature that inspects it must succeed on a DC 15 Wisdom (Medicine) check to realize it is still alive. The scavenger remains in this state until it takes damage or chooses to revert to its normal form as a bonus 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

Chromatic Scavengers are bizarre and beautiful creatures born from the collision of urban decay and latent magic. Resembling a large, feline opossum, their bodies are covered in a thick, luxurious coat of fur that shimmers with a constant, iridescent light, shifting through a spectrum of impossible colors. Their eyes are pools of liquid silver, reflecting an intelligence that seems far older than their small frames would suggest. Long, delicate antennae twitch constantly, tasting the air for the subtle scents of magic and rot.

These creatures are drawn to places where civilization has fallen into ruin—forgotten sewers, abandoned alchemical labs, and the underbelly of sprawling cities. They feed on magically-infused fungi, alchemical runoff, and the strange detritus left behind by wizards and artificers. Though they are beasts, they possess a cleverness and curiosity that often leads them to form powerful, empathic bonds with a single individual, whom they will protect with surprising ferocity. Their lairs are nests of scavenged rags and discarded treasures, a chaotic collection of junk that only the scavenger itself finds beautiful.

Lair and Lair Actions

Enter a description of your monster's lair here.

On initiative count 20 (losing initiative ties), the chromatic scavenger takes a lair action to cause one of the following effects; the chromatic scavenger can’t use the same effect two rounds in a round:

The scavenger causes a loud, distracting scuttling sound to originate from a point of its choice within 60 feet. Each creature of the scavenger's choice within 10 feet of that point must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.

The scavenger causes the shadows in its lair to shift and swirl. One creature of the scavenger's choice that it can see within 30 feet must succeed on a DC 12 Dexterity saving throw or be pushed 10 feet in a direction of the scavenger's choice.

Regional Effects The region containing a chromatic scavenger’s lair is subtly warped by its magical presence, which creates one or more of the following effects: Colors seem slightly brighter and more vibrant within 120 feet of the lair, and faint, iridescent motes of light drift through the air.

A faint, unidentifiable scent of ozone and rotting flowers lingers in the air, giving creatures that aren't accustomed to it disadvantage on Wisdom (Perception) checks that rely on smell. If the chromatic scavenger dies, these effects fade over the course of 1d6 days.

SableEcho

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