Tiny Fiend, Neutral Evil
AC 12    Initiative +2 (12)
HP 25 (10d4)
Speed 10 ft., Fly 30 ft.
Mod Save
STR 1 −5 −5
DEX 15 +2 +2
CON 10 +0 +0
Mod Save
INT 16 +3 +3
WIS 14 +2 +2
CHA 16 +3 +3
Skills Arcana +5, Deception +5, History +5, Investigation +5, Nature +5, Perception +4, Religion +5, Stealth +4
Resistances Poison
Immunities Poisoned
Senses Darkvision 60 ft.; Passive Perception 14
Languages Abyssal, Common, Infernal, Sylvan, Telepathy 60 ft.
CR 1 (XP 200; PB +2)
Traits

Cowllusion. The cahoot gains a bonus to ability checks equal to the number of other Cahoot within 60 feet of it.

Flyby. The cahoot doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The cahoot has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Shadow-Born. While in dim light or darkness, the cahoot can take the Disengage or Hide action as a bonus action on each of its turns and has advantage on Dexterity (Stealth) checks,

Actions

Tiny Talons. melee Weapon Attach: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Reactions

Memory Lapse. If a creature is within 60 feet of the cahoot makes an Intelligence check, the cahoot can influence the roll by adding 1 to it or subtracting 1 from it. The cahoot must do so after the creature rolls the die, but before the outcome is determined. If it does and the creature's Intelligence check fails by 5 or more, the cahoot deals 1 psychic damage to it and the creature isn't aware of this effect as well as the source of the damage.

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

A subtle silhouette hopping from tree to tree, shimmering eyes watching from above, inaudible whispering filling the minds of the wandering adventurers. The cahoot is a quite sinister creature inhabiting regions wherever dark forests cast their shadows over secluded villages. Only a few know too well to avoid the overgrown paths. Most travelers, however, gravely underestimate the dangers. After all, a cahoot never schemes alone…

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.

Monster Tags: fiend

CorvusCaeruleus45335

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