Tiny Beast, Chaotic Good
Armor Class 13 Natural Fluff
Hit Points 22 (5d4 + 10)
Speed 25 ft., The spirit moves with short, padded hops and soft waddles, often pausing to look around or listen before continuing.
STR
6 (-2)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws WIS +4, CHA +5
Skills Insight +4, Perception +4, Stealth +4
Damage Immunities Psychic
Senses Darkvision 30, Passive Perception 14
Languages Sylvan Understands Sylvan and Spirit Speech; cannot speak verbally
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Comfort Aura

A soft, soothing presence radiates from the spirit in a 10-ft. radius.

  • Creatures of the spirit’s choice have advantage on saving throws against being frightened or charmed.

  • Once per short rest, a creature that finishes a short rest within the aura gains 1d6 temporary hit points.

Emotion-Sensitive

The spirit’s ears droop or perk in response to strong emotions.

  • The spirit automatically knows the emotional state (distress, fear, calm, joy) of creatures within 30 ft.

  • If a creature is suffering from exhaustion, fear, or psychic damage, the spirit focuses on them instinctively.

Bonded Guardian

The spirit may magically bond to one willing creature (often a child, caregiver, or gentle soul).

  • While bonded, the spirit can use its reaction to impose disadvantage on one attack against the bonded creature.

  • The bond lasts until sunrise or the spirit is frightened away.

Actions

Gentle Paw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 4 (1d4 + 2) bludgeoning damage
(The spirit clearly does not enjoy doing this.)

Soothing Leaf (Recharge 5–6)

The spirit lifts the leaf on its head, releasing a warm, green glow.

  • One creature within 10 ft. regains 1d8 hit points

  • Removes the frightened or charmed condition

Reactions

Startled Squeak

When reduced below half HP, the spirit emits a high-pitched squeak.

  • All hostile creatures within 10 ft. must succeed on a DC 12 Wisdom save or have disadvantage on their next attack.

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

 

  • Prefers cuddled positions, blankets, baskets, and warm spaces

  • Communicates through eye contact, ear movement, and tiny noises

  • Will follow gentle parties but flee loud, aggressive ones

  • Especially drawn to caretakers, exhausted adventurers, and children

 

 

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.

Leighabork

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