Tiny Fey, Unaligned
Armor Class 13
Hit Points 10 (4d4)
Speed 30 ft., Climb 30 ft.
STR
4 (-3)
DEX
16 (+3)
CON
10 (+0)
INT
3 (-4)
WIS
12 (+1)
CHA
4 (-3)
Skills Perception +3, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Radiant
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Harvest Light. While in an environment of dim light or darkness, the black squirrel can use a bonus action to target one source of dim light or bright light no larger than a 5-foot cube within 5 feet of it. The black squirrel magically shapes the light into a physical form, extinguishing it and leaving 1d4 nuggets of light in its place. If the light is being produced by a creature, it must succeed on a DC 11 Charisma saving throw or have its light extinguished and lose its ability to produce light for 1 hour. If it fails the saving throw by 5 or more, the creature loses its ability to produce light for 1d6 hours.

Keen Hearing and Smell. The black squirrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The black squirrel has advantage on saving throws against spells and other magical effects.

Radiant Absorption. Whenever the black squirrel is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions

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

Consume Light. While in an environment of dim light or darkness, the black squirrel can target one source of dim light or bright light no larger than a 5-foot cube within 5 feet of it. The light is immediately extinguished, and the black squirrel regains 3 (1d6) hit points if it was dim light or 7 (2d6) hit points if it was bright light. If the light is being produced by a creature, it must succeed on a DC 11 Charisma saving throw or have its light extinguished and lose its ability to produce light for 1 hour. If it fails the saving throw by 5 or more, the creature loses its ability to produce light for 1d6 hours.

Spit-Up Light (Recharge 5-6). The black squirrel spits digested light at a creature within 10 feet of it. The creature must succeed on a DC 13 Dexterity saving throw, taking 5 (2d4) radiant damage plus 2 (1d4) acid damage on a failed save, or half as much on a successful one.

Description

We knew something was following us. If it was trying to hide, it was doing a terrible job of it. It was snapping twigs, rustling the underbrush, making quite the ruckus! I figgur'd it couldn't have been larger than a chicken, otherwise we would have seen something. It was a bold lil' feller; wouldn't come close to us, but wouldn't run away neither. Once we figgur'd it wasn't going to hurt us we got curious about its nature, so Erin found a dry branch and I lit it with my flint an' steel, and soon we had a makeshift torch! After a few seconds, a wee lil' animal crawled into the torchlight. We didn't get to look at it for long, for quick as you know it it had opened its mouth and swallowed up the fire from the torch! I mean it! The fire litero'ly leapt from the torch and vanished down its gullet! And you know the strangest part? I swear to Moradin above that the beastie was a squirrel! A big fat squirrel, black as night!

    Alaina Heimmer, a dwarf fighter who unwittingly fed a black squirrel with the help of her friend, Erin Shergoth.

 

 

Monster Tags: Misc Creature

MasterNPH

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