Comfort Aura
A soft, soothing presence radiates from the spirit in a 10-ft. radius.
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Creatures of the spirit’s choice have advantage on saving throws against being frightened or charmed.
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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.
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The spirit automatically knows the emotional state (distress, fear, calm, joy) of creatures within 30 ft.
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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).
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While bonded, the spirit can use its reaction to impose disadvantage on one attack against the bonded creature.
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The bond lasts until sunrise or the spirit is frightened away.
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.
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One creature within 10 ft. regains 1d8 hit points
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Removes the frightened or charmed condition
Startled Squeak
When reduced below half HP, the spirit emits a high-pitched squeak.
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All hostile creatures within 10 ft. must succeed on a DC 12 Wisdom save or have disadvantage on their next attack.
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 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
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Prefers cuddled positions, blankets, baskets, and warm spaces
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Communicates through eye contact, ear movement, and tiny noises
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Will follow gentle parties but flee loud, aggressive ones
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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.
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